# smf_messages

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=TheZZAZZGlitch link=topic=6638.msg202156#msg202156 date=1474101197]<br />[quote author=ISSOtm link=topic=6638.msg202144#msg202144 date=1474068393]<br />However, to access SRAM, you must unlock it (write $0A in range 0000 - 1FFF). Plus, to prevent your save file from decaying, you should lock SRAM right after (either write any non-$0A to the memory range, or call some game code that just does that). Saving in any way (and accessing / updating the HoF too) should also lock SRAM.<br />[/quote]<br /><br />Actually, none of that is necessary in Gen I. SRAM is permanently unlocked there and can be accessed at any time. The programmers didn&#039;t decide to take advantage of SRAM locking until Generation II.<br />[/quote]<br />I don&#039;t agree. See https://github.com/pret/pokered/blob/2b2c6fefd311101c87845c8c498746dc74bd725f/engine/save.asm#L35 and https://github.com/pret/pokered/blob/2b2c6fefd311101c87845c8c498746dc74bd725f/engine/save.asm#L226<br />SRAM is enabled and disabled, so it [i]is[/i] locked in normal gameplay. We would still need to write $0A.<br /><br />[quote author=jfb1337 link=topic=6638.msg202419#msg202419 date=1474671404]<br />[quote author=Charmy link=topic=6638.msg202413#msg202413 date=1474608063]<br />[quote author=jfb1337 link=topic=6638.msg202407#msg202407 date=1474577382]<br />The link in the description was broken, after trying to fix it it just led to the first post on this topic. <br />[/quote]<br />Recently, we had some maintaince.<br /><br />[quote author=jfb1337 link=topic=6638.msg202407#msg202407 date=1474577382]<br />I just watched [url=https://www.youtube.com/watch?v=Zd2595c_72M&amp;t=0s]this[/url] video, and I don&#039;t really understand how it works - How does the code get executed from the save file? I&#039;m assuming there&#039;s some kind of buffer overflow exploit in the load routine, I&#039;d be interested to know the details.<br />[/quote]<br /><br />I semi-understand this.<br />8F executes code from somewhere around your party, then jumps to it, that&#039;s why you need a specific party, to form a jump instruction to jump to the third item data, then the code gets executed.<br />For larger codes you need to make a script I don&#039;t remember.<br />You can get stacks of items over 99 via &#039;M or Missingno. (all forms).<br />Yellow has w&nbsp; s m, which is equal to 8F.<br />[/quote]<br /><br />I understand how 8F works, but I don&#039;t know how loading the save file after restarting caused arbitrary code to run (in order to display the text and stuff)<br />[/quote]<br />There are several ways of achieving this, such as modifying D36E (the current map script) to run a code written somewhere in RAM (in the case of this creepypasta save file, the PC PokÃ©mon data will largely suffice, I think). Then, you have some code that&#039;s automatically ran [b]as the save file is loaded[/b].<br />I don&#039;t know if there is a way to run custom code before selecting a file, but I heavily doubt it.<br /><br />General method :<br />[list type=decimal]<br />[li]Write code A that will be ran when the file will be loaded[/li]<br />[li]Write code B that must :<br />[list type=decimal]<br />[li]Modify D36E to point to code A[/li]<br />[li]Save[/li]<br />[li]Soft reset / infinite loop[/li]<br />[/list]<br />[/li]<br />[li]Run code B.[/li]<br />[/list]


subject: Re: The magic Machine
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=2883.msg202483#msg202483 date=1474981772]<br />The machine throws a FLOATING POINT EXCEPTION at the next poster.<br />[/quote]<br />I was playing the Wii VC edition :).<br /><br />[quote author=ISSOtm link=topic=2883.msg202483#msg202483 date=1474981772]<br />I place a piece of candy and press the mEmIfY button.<br />[/quote]<br />You get a&nbsp; :-[ 8) 8) :D :D :&#039;( :&#039;( ); :-\ :-\ :-\ MEME CANDY :-\ :-\ :-\ );&nbsp; :&#039;(:D :D :&#039;(&nbsp;  :-[ 8) 8)<br />I put it in there and press the &quot;racistyfy&quot; button.


subject: Re: Pokemon Mystery Dungeon Glitches
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=577.msg202129#msg202129 date=1473979046]<br />[quote author=Charmy link=topic=577.msg201941#msg201941 date=1473448314]<br />[quote=&quot;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Ui&nbsp; cjo&nbsp; &nbsp; &nbsp; ,â˜º Å  Rk4m5Â»42Å&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ÄŽÅ‘Aâ”Œ6Ã„!!!!!????????????????9999999999999999999999999&quot;]Guy: If it&#039;ll screw your game, don&#039;t do it on a console that can&#039;t have saves backed up!<br />Me: What about DS?<br />Guy: HOLY s**t NO NO NO WHAT ARE YOU DOING NO NO NO YOU&#039;LL HAVE TO START OVER!!!!!<br />Me: I have an R4i with savestate abilities.<br />Guy: I DON&#039;T CA--wait, R4s have savestate ability?<br />Me: Yeah, it&#039;s cool! Press L+R+A+B+X+Y after enabling it.<br />Guy: Oh... neat.<br />Me: Read the features list next time.<br />[/quote]<br />I was using R4 for a long time, and i didn&#039;t know about this, i knew that you can clone saves, or have multiple saves, but not this.<br />[/quote]2x B presses while the ROM is selected. NOTE this ONLY applies if the card supports this. Some games screw up some when this is used, and some flat-out stop working. It&#039;s like LESS THAN 10% though that are affected so it&#039;s not bad.<br />[/quote]<br />Well, I think this will come in useful while playing randomized Explorers of Sky. Thanks.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Pavel
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ok, I have found what I was looking for. I decided to get my hands dirty and look directly into the disassembly tool. I looked at the address â€˜3E48â€™, as specified in the code for the R/B USA version, saw what the asm code looked like, and found one similar not far from this in the French Yellow version memory: in this version, the recipe for receiving a pokemon starts at 3E5C, which correspond to x92 instead of x72 for the TM05 quantity.<br /><br />Now the code works wonder, I can receive the pokemon of my choice at lvl2 : )<br /><br />Thanks again for having taken the time to answer my questions and my messages : ) !


subject: Re: Pokemon Mystery Dungeon Glitches
poster_name: Yeniaul
poster_ip: ***.***.***.***
modified_name: Yeniaul
icon: xx
body:
  [quote author=Charmy link=topic=577.msg202493#msg202493 date=1474997934]<br />[quote author=Yeniaul link=topic=577.msg202129#msg202129 date=1473979046]<br />[quote author=Charmy link=topic=577.msg201941#msg201941 date=1473448314]<br />[quote=&quot;&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; Ui&nbsp; cjo&nbsp; &nbsp; &nbsp; ,â˜º Å  Rk4m5Â»42Å&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  ÄŽÅ‘Aâ”Œ6Ã„!!!!!????????????????9999999999999999999999999&quot;]Guy: If it&#039;ll screw your game, don&#039;t do it on a console that can&#039;t have saves backed up!<br />Me: What about DS?<br />Guy: HOLY s**t NO NO NO WHAT ARE YOU DOING NO NO NO YOU&#039;LL HAVE TO START OVER!!!!!<br />Me: I have an R4i with savestate abilities.<br />Guy: I DON&#039;T CA--wait, R4s have savestate ability?<br />Me: Yeah, it&#039;s cool! Press L+R+A+B+X+Y after enabling it.<br />Guy: Oh... neat.<br />Me: Read the features list next time.<br />[/quote]<br />I was using R4 for a long time, and i didn&#039;t know about this, i knew that you can clone saves, or have multiple saves, but not this.<br />[/quote]2x B presses while the ROM is selected. NOTE this ONLY applies if the card supports this. Some games screw up some when this is used, and some flat-out stop working. It&#039;s like LESS THAN 10% though that are affected so it&#039;s not bad.<br />[/quote]<br />Well, I think this will come in useful while playing randomized Explorers of Sky. Thanks.<br />[/quote]<br />No problem. Check if your card supports it. It also only works with the stock R4Menu Firmware.


subject: Re: ask and answer questions
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=5332.msg202486#msg202486 date=1474982118]<br />Your nag a ram blew my computer up. Luckily it was not mine.<br /><br />In which grade are you ?<br />[/quote]10th.<br /><br />Got R4?


subject: [C] pointer to array
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  In C, you declare a variable like this :<br />[code]<br />unsigned int numberOfGen1Glitches = 9001;<br />[/code]<br />And an array like this :<br />[code]<br />unsigned int partyTime[42] = {1, 3, 3, 7};<br />[/code]<br /><br />Okay. When I ask GDB about &quot;&amp;partyTime&quot;, I get &quot;unsigned int(*)[42] (stuff)&quot;.<br />But this does NOT work :<br />[code]<br />unsigned int(*) lelzNotWorking[42] = &amp;partyTime;<br />[/code]<br />GCC throws an error about parentheses. Placing a space before the parentheses doesn&#039;t work either.<br /><br />How do I declare a variable that has type &quot;pointer to unsigned int array&quot; ?<br />How do I declare an array of pointers to arrays ? (An array of variables with the above type)<br /><br />Thanks in advance !<br /><br />(Note :<br />[code]<br />unsigned int array[3];<br />unsigned int** pArray = &amp;array;<br />[/code]<br />gives a &quot;assignment from incompatible pointer type&quot; when compiled with GCC, which I use.)


subject: Re: PokÃ©mon Glitch Discussion
poster_name: Max
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7661.msg202481#msg202481 date=1474941816]I guess I am becoming fruity...<br />[/quote]<br /><br />Not at all. I always appreciate relevant discussion and debate. In my opinion that is the purpose of the forums.


subject: Re: What exactly is out of bounds?
poster_name: Max
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Max
icon: xx
body:
  &quot;Out of bounds&quot; also has a [url=https://en.wikipedia.org/wiki/Bounds_checking]specific meaning[/url] when talking about programming. In this context something is out of bounds when a number is outside the expected range, or when an array index exceeds the array&#039;s allocated size.<br /><br />For example if you were storing a number of pokÃ©mon in your party and the number exceeded six, you could say the number is [i]out of bounds[/i]. Then if you use that number as an index to an array of pokÃ©mon data, accessing array indices over six would be considered [i]out of bounds[/i] (and would start reading pokÃ©mon data from the trainer names, then nick names, then pokÃ©dex data).


subject: Re: [C] pointer to array
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  [code]int a, b, c, d;<br /><br />// An array of pointers<br />int *stuff[4] = {&amp;a, &amp;b, &amp;c, &amp;d};<br />// A pointer to an array of pointers<br />int *(*ptr_to_stuff)[4] = &amp;stuff;<br />// An array of pointers to arrays<br />int *(*array_of_ptr_to_stuff[2])[4] = {&amp;stuff, &amp;stuff};<br /><br />int main(){<br />&nbsp; &nbsp; // Will print the exact same thing<br />&nbsp; &nbsp; printf(&quot;%p\n&quot;, &amp;a);<br />&nbsp; &nbsp; printf(&quot;%p\n&quot;, stuff[0]);<br />&nbsp; &nbsp; printf(&quot;%p\n&quot;, (*ptr_to_stuff)[0]);<br />&nbsp; &nbsp; printf(&quot;%p\n&quot;, (*array_of_ptr_to_stuff[1])[0]);<br />}[/code]


subject: Re: Unintended differences for Virtual Console Red/Blue/Yellow
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So is anybody able to understand the attack animation changes, as in, which bytes in the ROM were changed to what?<br /><br />[code]<br />;rsm033659<br />;no151 mega punch<br />[FPA 001 Begin]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Mode = 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Type = 0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Address = 0x7816F&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />MotionBEnable0 = 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />MotionBlur0 = 21<br />MotionBEnable1 = 3<br />MotionBlur1 = 21&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />ConditionType = 11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />ConditionValueA = a38: 4b cf 4c cf 4d cf 4e cf 50 cf 7c d0 00 00 4b cf 4c cf 4d cf 4e cf 4f cf 7c d0 00 00 4b cf 4c cf 4d cf 4e cf 7c d0&nbsp; <br />ConditionValueB = a38: 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 00&nbsp; <br />ConditionValueC = a38: 8c 00 84 00 86 00 80 00 8f 00 05 00 00 00 92 00 84 00 8b 00 85 00 83 00 05 00 00 00 84 00 97 00 8f 00 8b 00 05 00&nbsp; [/code]


subject: Share Black MIDI trials here
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  https://youtu.be/DN7KU5WNdAU<br />3.14 million notes fucked me up.<br />Performed with Piano From Above.


subject: Re: How can a game be this glitchy?
poster_name: Max
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Also remember that twenty years ago the programming tools available were less refined - there were less assembly-time warnings and I doubt the assembler and/or compiler (if C was used at all) did much for optimization. On top of that there was no operating system (and no/limited libraries) for the GB.


subject: Re: Unintended differences for Virtual Console Red/Blue/Yellow
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Charmy link=topic=7651.msg202187#msg202187 date=1474217398]<br />EDIT:I just watched your video and you forgot to mention 6F...<br />Also, how does linking work in VCGen1? Is it by friend list? If no, then I could battle your glitches vs my team of glitch-obtained PokÃ©mon.<br />[/quote]<br /><br />I see, thanks. I never took note of all of the Lg- like items and I think it would be a good idea to list them.<br /><br />The Virtual Console releases only support local multiplayer between two Nintendo 3DS systems sadly, so the only way to battle someone is to meet them in person. It would be cool if some day there was an update for online battles with people on your friends list though, although they probably wouldn&#039;t do that with the current linking because indeed there is probably no error prevention for battling with glitch PokÃ©mon (I don&#039;t know for sure but I was able to send out glitch PokÃ©mon C3 which appeared as a h POKÃ© in Red and a ã‚¥ ( Z4 in Yellow when Red and Yellow were linked).<br /><br />[quote author=Crystal_ link=topic=7651.msg202505#msg202505 date=1475088573]<br />So is anybody able to understand the attack animation changes, as in, which bytes in the ROM were changed to what?<br /><br />[code]<br />;rsm033659<br />;no151 mega punch<br />[FPA 001 Begin]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Mode = 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Type = 0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Address = 0x7816F&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />MotionBEnable0 = 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />MotionBlur0 = 21<br />MotionBEnable1 = 3<br />MotionBlur1 = 21&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />ConditionType = 11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />ConditionValueA = a38: 4b cf 4c cf 4d cf 4e cf 50 cf 7c d0 00 00 4b cf 4c cf 4d cf 4e cf 4f cf 7c d0 00 00 4b cf 4c cf 4d cf 4e cf 7c d0&nbsp; <br />ConditionValueB = a38: 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 00&nbsp; <br />ConditionValueC = a38: 8c 00 84 00 86 00 80 00 8f 00 05 00 00 00 92 00 84 00 8b 00 85 00 83 00 05 00 00 00 84 00 97 00 8f 00 8b 00 05 00&nbsp; [/code]<br />[/quote]<br /><br />Yeah, it doesn&#039;t seem to be really clear and the only thing I gathered is that 0x7816F (1E:416F) calls LoadSubAnimation (1E:417C) in the PokÃ©mon Red disassembly.


subject: Re: Unintended differences for Virtual Console Red/Blue/Yellow
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Crystal_ link=topic=7651.msg202505#msg202505 date=1475088573]<br />So is anybody able to understand the attack animation changes, as in, which bytes in the ROM were changed to what?<br /><br />[code]<br />;rsm033659<br />;no151 mega punch<br />[FPA 001 Begin]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Mode = 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Type = 0&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />Address = 0x7816F&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />MotionBEnable0 = 3&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />MotionBlur0 = 21<br />MotionBEnable1 = 3<br />MotionBlur1 = 21&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />ConditionType = 11&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; <br />ConditionValueA = a38: 4b cf 4c cf 4d cf 4e cf 50 cf 7c d0 00 00 4b cf 4c cf 4d cf 4e cf 4f cf 7c d0 00 00 4b cf 4c cf 4d cf 4e cf 7c d0&nbsp; <br />ConditionValueB = a38: 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 00 00 00 11 00 00 00 00 00 00 00 00 00 00 00&nbsp; <br />ConditionValueC = a38: 8c 00 84 00 86 00 80 00 8f 00 05 00 00 00 92 00 84 00 8b 00 85 00 83 00 05 00 00 00 84 00 97 00 8f 00 8b 00 05 00&nbsp; [/code]<br />[/quote]<br /><br />Do you want the incomplete .idb of the 3DS VC emulator that I&#039;ve been working on?


subject: Re: What exactly is out of bounds?
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, I forgot that part of the concept. It still matches the more general idea of &quot;out of bounds&quot; being &quot;outside of normal range / expectations&quot;. I think that&#039;s a literal - and pretty accurate - definition.


subject: Re: PokÃ©mon glitch 'haxxed' moments
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ok I got a new one.<br />This was on DebugYellow by the way.<br />By memory corruption, i got my Pidgeot&#039;s Fly replaced with a Super Glitch move, I have no idea what hex it was, but, I saved after getting the corruption (not the super glitch one), and when i Digged back to Viridian, I went to Route 1. Then i decided to replace my Pidgeot&#039;s &quot;Door parts&quot; or &quot;NE#POKÃ©###7-9POKÃ©#G&quot; a.k.a &quot;HI JUMP KICK&quot; with Mimic, when I backed out of the menu, I got some major music glitchyness, then slowed down variant of Route 1\2&#039;s music played, did this the second time and didn&#039;t get anything interesting, third time and when i canceled out, I got a text box filled with hex:7A characters. Forth time and I didn&#039;t return to the item menu, nor get the Rival&#039;s effect, and I got some usual Super Glitch effects that I listed down below.<br /><br />My name was &quot;| POKÃ©MON|###########|_&nbsp; &nbsp; &nbsp;  |###########| ITEM&nbsp;  |###########|&nbsp; &nbsp; _&nbsp;  |###########| ASH[sup]P[/sup][sub]K[/sub][sup]M[/sup][sub]N[/sub]JACK##########|_&nbsp; &nbsp; &nbsp;  |##########| SAVE&nbsp;  |###########|&nbsp; &nbsp; _&nbsp;  |ROCKETROCKET########| OPTION |ROCKETROCKET####??&nbsp; ??&nbsp; ??&nbsp; ??&nbsp; ##ROCKETROCKET&nbsp; ??| EX&nbsp; &nbsp; &nbsp; &nbsp; ##ROCKETROCKET&nbsp; &nbsp; &nbsp; ______?? ##########&nbsp; &nbsp; &nbsp; &nbsp;  ##########&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; LE &quot; The rest goes offscreen. After a while of walking, it shortened itself to end on the first &quot;ROCKETROCKET&quot;. Then back to it&#039;s normal forme. Then i exited the hideout, returning to Rocket Game Coner (RGC) and, to my surprise, I couldn&#039;t use items anymore! And, the text box &quot;YES NO thingy&quot; was changed to display &quot;NORTH&nbsp; WEST&quot;, yeah game, I surely WEST to save the game.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg198524#msg198524 date=1430935973]<br />EDIT :<br /><br />I made AR codes for the Perfect Initiators (both of them), as well as a Cloning Glitch Pokemon 0x288A for easier use.<br />There&#039;s also .dmp and .vbm file to get them in previous page.<br /><br />Perfect Initiators :<br />-SEASOR Box 1 Slot 1 :<br />A2C5C596 17DA2752<br />F45EB5FD 537687FB<br />19DF4333 C4F74712<br />A152E8EA 8D4760CA<br />B13788DF 3B9B3A06<br />C779EE6C 581A95B9<br />21B17AD5 DA302C1D<br />9D1EF466 2A6BBE89<br />C8B2C039 BBAF6F10<br />C6EBC6F3 449F849A<br />3E96C2CF 7A857392<br />E961EBF3 AB0BCF93<br />0C9256C3 62ECB067<br />CEDF2D7F 2B16ACD8<br />A0C9067E 5DF79155<br />B54DF298 D5F5CBE8<br />938599D1 405D3286<br />BC4CC3E8 1780C0E0<br />EBB11B21 D831516F<br />0E1022AE 1D878554<br /><br /><br />-Marked SEASOR Box 1 Slot 1 :<br />A2C5C596 17DA2752<br />F45EB5FD 537687FB<br />19DF4333 C4F74712<br />A152E8EA 8D4760CA<br />B13788DF 3B9B3A06<br />C779EE6C 581A95B9<br />FD888EEC 3BF29F9D<br />7ECAB9C9 836C5CE0<br />C8B2C039 BBAF6F10<br />C6EBC6F3 449F849A<br />3E96C2CF 7A857392<br />E961EBF3 AB0BCF93<br />70733463 A2300296<br />551E03CE 8008DF22<br />A0C9067E 5DF79155<br />B54DF298 D5F5CBE8<br />938599D1 405D3286<br />BC4CC3E8 1780C0E0<br />EBB11B21 D831516F<br />0E1022AE 1D878554<br /><br /><br />0X288A Cloning Pokemon Box 1 Slot 1 :<br />F3FF8938 F2F0E0C9<br />E2702D51 7857D4A2<br />AB71E557 19AF41CC<br />0FE199FA B823C7D7<br />0ACA1C25 59581547<br />10E8FBDF 66A39775<br />C82FFF38 70FF74BC<br />653F342F CD0F6A08<br />1F84851D BEC5B4D6<br />2F151FF1 1728714F<br />61398186 8C5F9FC5<br />FD9E9546 E55D0B32<br />A406783C 0C3177A7<br />5DF1F989 3FACA9DD<br />89CEE4A4 EB64C63B<br />5EB054E7 1231876C<br />51F13B68 9594314D<br />6D1A2A74 D3E004EC<br />1CDFF57E A9407B53<br />4DAC86DE 3AFEB045<br />[/quote]<br /><br />I&#039;m just going to leave a note for others that these require Anti-DMA (B2809E31 3CEF5320, 1C7B3231 B494738C).<br /><br />Metarkrai, can you teach us the steps to convert a .PKM file into an Action Replay code for box 1 slot 1 (otherwise a code compatible for the Xploder Advance SP) please, as I bought one recently and would like to use it for fast cartridge glitching. Thanks!


subject: Re: [C] pointer to array
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Oi thanks, it works like a charm !<br />Now that I&#039;ve saved some sweet bytes, let&#039;s work on the serious stuff...


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve been developing my own RPG for 3 months by now, and I realized that my experience in glitches came to be super useful when it came to planning the game&#039;s flow for it to be as glitchless as possible.<br /><br />So I&#039;d like to thank you all, because yeah, the time I spent here proved useful !<br />It&#039;s also a thank you for all the fun this site provided :D


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202516#msg202516 date=1475192634]<br />I&#039;ve been developing my own RPG for 3 months by now<br />[/quote]Speaking of which, I&#039;ve been digging around and can&#039;t find the file containing the dialog. File name?


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The dialog for the &quot;lady&quot; in the test map ? Check out TEST.c, the strings are in the middle of some other (yet heavily related) data


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ve noticed the Forum Games have been quite inactive for a while now.<br /><br />Yet I don&#039;t feel like re-activating the monster again.


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202518#msg202518 date=1475214770]<br />The dialog for the &quot;lady&quot; in the test map ? Check out TEST.c, the strings are in the middle of some other (yet heavily related) data<br />[/quote]<br />ah, okay. Thanks!<br />


subject: It would be interesting if...
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  You used a ROM-patching code (which GBA cheating devices support) to disable part of the code that renders a PokÃ©mon as a Bad Egg, and then used the access beyond slot six corruption glitch to corrupt PokÃ©mon to see what you would get with without any of them turning into Bad Eggs. I wonder what it would be like, you may get a glitch PokÃ©mon for ones which had their personality value touched perhaps.


subject: Re: It would be interesting if...
poster_name: TheZZAZZGlitch
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: TheZZAZZGlitch
icon: xx
body:
  Not exactly, since the anti-cheat mechanism is what allows the box corruption in the first place.<br />The only method to do this would be to disable all egg checks entirely. Patching the following memory addresses to the following values should do it (although I don&#039;t know how to convert this into a list of codes for any GBA cheating device):<br /><br />[code]806AAC2 -&gt; 00<br />806AAC3 -&gt; 20<br />806AA26 -&gt; 00<br />806AA27 -&gt; 20<br />806A960 -&gt; 00<br />806A961 -&gt; 21<br />806AACA -&gt; 00<br />806AACB -&gt; 21<br />806A866 -&gt; 00<br />806A867 -&gt; 21<br />806A920 -&gt; 00<br />806A921 -&gt; 21[/code]<br /><br />Note: Only tested on Emerald US. This also disables normal eggs from working.


subject: Re: It would be interesting if...
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  That works! Thanks TheZZAZZGlitch. Some of the PokÃ©mon appeared as Horsea, while others interestingly appeared as the glitch PokÃ©mon &quot;-&quot; (hex:019C)<br /><br />For unencrypted GameShark Advance/Action Replay codes you can use the [url=https://gamehacking.org/system/gba]Code Converter/generator[/url] on Gamehacking.org.<br /><br />Apparently ROM patches for GameShark Advance/Action Replay do not change much for the code (unless you want to encrypt the code), however I tried the codes below (both with endianness for the last two bytes swapped or the codes left how they were) and it didn&#039;t work, hmm.<br /><br />6806AAC2 20000020<br />6806AA26 20000020<br />6806A960 20000021<br />6806AACA 20000021<br />6806A866 20000021<br />6806A920 20000021


subject: Re: It would be interesting if...
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  @TheZZAZZGlitch<br />At least I have partialy guessed! Right? Right?<br />@Torchickens<br />If you get a code that works, please give it to us. Shame that the first group didn&#039;t work.


subject: Re: It would be interesting if...
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=TheZZAZZGlitch link=topic=7664.msg202524#msg202524 date=1475275148]<br />Not exactly, since the anti-cheat mechanism is what allows the box corruption in the first place.<br />The only method to do this would be to disable all egg checks entirely. Patching the following memory addresses to the following values should do it (although I don&#039;t know how to convert this into a list of codes for any GBA cheating device):<br /><br />[code]806AAC2 -&gt; 00<br />806AAC3 -&gt; 20<br />806AA26 -&gt; 00<br />806AA27 -&gt; 20<br />806A960 -&gt; 00<br />806A961 -&gt; 21<br />806AACA -&gt; 00<br />806AACB -&gt; 21<br />806A866 -&gt; 00<br />806A867 -&gt; 21<br />806A920 -&gt; 00<br />806A921 -&gt; 21[/code]<br /><br />Note: Only tested on Emerald US. This also disables normal eggs from working.<br />[/quote]<br />If I&#039;m correct, corruption happens when the game attempts to turn a &quot;PokÃ©mon&quot; located after the sixth slot into a Bad Egg, right ?<br />Because when the cursor is moved, the game attempts to calculate its checksum and turn it into a Bad Egg if it doesn&#039;t match with the Mon&#039;s sum. Am I right ?


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=3088.msg202521#msg202521 date=1475266116]<br />[quote author=ISSOtm link=topic=3088.msg202518#msg202518 date=1475214770]<br />The dialog for the &quot;lady&quot; in the test map ? Check out TEST.c, the strings are in the middle of some other (yet heavily related) data<br />[/quote]<br />ah, okay. Thanks!<br />[/quote]<br />I&#039;m pretty much wondering what you&#039;re doing with my game right now xD<br />Oh well, if you&#039;re trying to understand its mechanics, expect some fun :D<br /><br />Side note : Torchicken&#039;s avatar has changed yet again. Its clipping seems a bit awkward, to me, though.


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202528#msg202528 date=1475321261]<br />[quote author=Yeniaul link=topic=3088.msg202521#msg202521 date=1475266116]<br />[quote author=ISSOtm link=topic=3088.msg202518#msg202518 date=1475214770]<br />The dialog for the &quot;lady&quot; in the test map ? Check out TEST.c, the strings are in the middle of some other (yet heavily related) data<br />[/quote]<br />ah, okay. Thanks!<br />[/quote]<br />I&#039;m pretty much wondering what you&#039;re doing with my game right now xD<br />Oh well, if you&#039;re trying to understand its mechanics, expect some fun :D<br />[/quote]<br />I&#039;ve been out on guard for weeks straight, and haven&#039;t had much time to work on it. :P


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m still attempting to get randomized AS to work, currently rebuilding the RomFS without the changed title screen, let&#039;s see if that works.<br />BTW: I thought that randomized cries were the problem, or randomized overworld models, they weren&#039;t.


subject: Re: Updated Usergroup Information
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  There HAVE been changes, for example, the &quot;Banned&quot; group doesn&#039;t exist anymore, The &quot;Glitch-Battle Alpha-Testers&quot; are floating in smoke, the &quot;Fangame Development Team&quot; is dead too, and the &quot;Decamark Researcher&quot; group was killed by a Decamark (the + variant still exists though!).<br />Also, how is HorizonGirl76 and surfingpichu in the &quot;Oldbie&quot; group? HorizonGirl76 joined only 4 years ago, while surfingpichu, less than 6 months ago. Maybe they have new accounts? I need a confirmation though.


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Holy snap, I&#039;ve just finished some code that allows my game to dynamically load sprites on a per-map basis.<br />It used to load all sprites for all maps at once, which wasn&#039;t a problem until the number of maps grew up.<br />So now, when a new map is loaded, the game replaces the old sprites by the new ones using a file that I build using a homebrew program.<br />That saves a bunch of RAM, actually, and will surely save more as the game is being built.<br /><br />100% unrelated note : my cat is stuck to me for 15 minutes now. Everything&#039;s fine.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202533#msg202533 date=1475343716]<br />100% unrelated note : my cat is stuck to me for 15 minutes now. Everything&#039;s fine.<br />[/quote]<br />My cat runs away from me, he hates me I guess. [b]EVERYTHING IS GODDAMN FINE![/b]


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202533#msg202533 date=1475343716]<br />100% unrelated note : my cat is stuck to me for 15 minutes now. Everything&#039;s fine.<br />[/quote]<br /><br />Cats are awesome. Except when they don&#039;t eat their goddamn food and expect me to put more in the bowl. <br /><br />IT&#039;S RIGHT THERE YOU ORANGE NIMROD. <br /><br />I&#039;VE SEEN YOU LOOK AT IT AND SNIFF IT AND EAT IT BEFORE.<br /><br />YOU&#039;RE NOT FOOLING ANYONE.<br /><br />AND QUIT HOGGING THE BED GODDAMNIT WHY DO YOU NEED TO BE IN THE FUCKING MIDDLE OF IT.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Well, putting fresh CRO&#039;s didn&#039;t help, because the folder is goddamn partialy read-only! Yaaay! Now I can&#039;t put them back to normal!<br />Aby tips? And no, Windows doesn&#039;t allow me to change that.


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=3088.msg202535#msg202535 date=1475354792]<br />[quote author=ISSOtm link=topic=3088.msg202533#msg202533 date=1475343716]<br />100% unrelated note : my cat is stuck to me for 15 minutes now. Everything&#039;s fine.<br />[/quote]<br />YOU ORANGE NIMROD<br />[/quote]<br />Orange cats are always wired a little funny...


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202530#msg202530 date=1475330171]<br />Whaddya mean, &quot;on guard&quot; ? :???:<br />[/quote]<br />I work at a security firm... as a &quot;manpower-based security device&quot;. Guard.


subject: Different items by renaming Rival?
poster_name: slenderman44
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi! I&#039;m no expert on Pokemon glitching, so excuse me if this is a pretty basic topic. We all know that you can get different items in the Underflow menu depending on what you name your rival. My question is what would you have to name your rival to get, say, 8F in the Rival Name section in the Underflow Menu? All I know is that two characters equals one byte, iirc.


subject: Re: Different items by renaming Rival?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=slenderman44 link=topic=7665.msg202539#msg202539 date=1475365584]<br />Hi! I&#039;m no expert on Pokemon glitching, so excuse me if this is a pretty basic topic. We all know that you can get different items in the Underflow menu depending on what you name your rival. My question is what would you have to name your rival to get, say, 8F in the Rival Name section in the Underflow Menu? All I know is that two characters equals one byte, iirc.<br />[/quote]<br />Technically, only the name changes. Y&#039;know, because control characters and ROM and all... But yes. The name would change due to control characters (so like a batch variable: &quot;%RIVALNAME%&quot; or something of that sort, it&#039;s just there to display the rival name as that&#039;s not fixed and I&#039;m rambling have a period.)


subject: Re: Different items by renaming Rival?
poster_name: slenderman44
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7665.msg202540#msg202540 date=1475372731]<br />Technically, only the name changes. Y&#039;know, because control characters and ROM and all... But yes. The name would change due to control characters (so like a batch variable: &quot;%RIVALNAME%&quot; or something of that sort, it&#039;s just there to display the rival name as that&#039;s not fixed and I&#039;m rambling have a period.)<br />[/quote]<br />Yeah, but is there any source on what to name your rival to get certain items? There&#039;s a pastebin ([url=http://pastebin.com/4ZDpQXGe]http://pastebin.com/4ZDpQXGe[/url]) describing which text characters correspond to which hexadecimal characters in Gen 2; I&#039;m just wondering if there&#039;s something like this for Gen 1 so I can tailor my rival&#039;s name to get certain items.


subject: Re: Different items by renaming Rival?
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=slenderman44 link=topic=7665.msg202541#msg202541 date=1475374071]<br />[quote author=Yeniaul link=topic=7665.msg202540#msg202540 date=1475372731]<br />Technically, only the name changes. Y&#039;know, because control characters and ROM and all... But yes. The name would change due to control characters (so like a batch variable: &quot;%RIVALNAME%&quot; or something of that sort, it&#039;s just there to display the rival name as that&#039;s not fixed and I&#039;m rambling have a period.)<br />[/quote]<br />Yeah, but is there any source on what to name your rival to get certain items? There&#039;s a pastebin ([url=http://pastebin.com/4ZDpQXGe]http://pastebin.com/4ZDpQXGe[/url]) describing which text characters correspond to which hexadecimal characters in Gen 2; I&#039;m just wondering if there&#039;s something like this for Gen 1 so I can tailor my rival&#039;s name to get certain items.<br />[/quote]<br />...again, it just changes the name. No effect change occurs unless it jumps to the rival&#039;s name and as of now that cannot happen that we know of. It just adds up to a name change and that&#039;s it.


subject: Re: Different items by renaming Rival?
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think what theyre asking is if they can name their rival in such a way that when accessing that memory with item underflow, would result in 8F. On the sidebar theres a link to the big HEX list, which is probably what youre looking for. Unfortunately, the character which corrisponds to 8F is a control character, so it&#039;s not possible to name your rival in such a way to get 8F.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=3088.msg202538#msg202538 date=1475364134]<br />[quote author=ISSOtm link=topic=3088.msg202530#msg202530 date=1475330171]<br />Whaddya mean, &quot;on guard&quot; ? :???:<br />[/quote]<br />I work at a security firm... as a &quot;manpower-based security device&quot;. Guard.<br />[/quote]<br />What kind of place? A bank? A important residence?<br /><br />Also, I will try deleting all CRO&#039;s and restorinh them from a &quot;fresh&quot; dump.<br />Let&#039;s see how that will work out.


subject: Re: Different items by renaming Rival?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=CytricAcid link=topic=7665.msg202543#msg202543 date=1475384153]<br />I think what theyre asking is if they can name their rival in such a way that when accessing that memory with item underflow, would result in 8F. On the sidebar theres a link to the big HEX list, which is probably what youre looking for. Unfortunately, the character which corrisponds to 8F is a control character, so it&#039;s not possible to name your rival in such a way to get 8F.<br />[/quote]<br />Couldn&#039;t you just manipulate the bytes controlling the rival&#039;s name for it to becomr that control character.


subject: Re: Different items by renaming Rival?
poster_name: slenderman44
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=CytricAcid link=topic=7665.msg202543#msg202543 date=1475384153]<br />I think what theyre asking is if they can name their rival in such a way that when accessing that memory with item underflow, would result in 8F. On the sidebar theres a link to the big HEX list, which is probably what youre looking for. Unfortunately, the character which corrisponds to 8F is a control character, so it&#039;s not possible to name your rival in such a way to get 8F.<br />[/quote]<br />Thanks; that&#039;s what I was looking for. Relatively new to GCL, lol.


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=3088.msg202544#msg202544 date=1475397377]<br />[quote author=Yeniaul link=topic=3088.msg202538#msg202538 date=1475364134]<br />[quote author=ISSOtm link=topic=3088.msg202530#msg202530 date=1475330171]<br />Whaddya mean, &quot;on guard&quot; ? :???:<br />[/quote]<br />I work at a security firm... as a &quot;manpower-based security device&quot;. Guard.<br />[/quote]<br />What kind of place? A bank? A important residence?<br />[/quote]I&#039;m hired guard (someone needs extra security, I go for a few weeks, guard the place, and come back), but I can&#039;t talk about assignments. Sorry.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Good to know, thanks.<br />Currently, I&#039;m still trying to get that randomized AS to work. Now it&#039;s the time for putting fresh CRO&#039;s.<br />Nope, still now working.


subject: Re: Different items by renaming Rival?
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7665.msg202545#msg202545 date=1475397692]<br />[quote author=CytricAcid link=topic=7665.msg202543#msg202543 date=1475384153]<br />I think what theyre asking is if they can name their rival in such a way that when accessing that memory with item underflow, would result in 8F. On the sidebar theres a link to the big HEX list, which is probably what youre looking for. Unfortunately, the character which corrisponds to 8F is a control character, so it&#039;s not possible to name your rival in such a way to get 8F.<br />[/quote]<br />Couldn&#039;t you just manipulate the bytes controlling the rival&#039;s name for it to becomr that control character.<br />[/quote]<br /><br />you could, but that would defeat the purpose of why they want to do it in the first place, which is to gain access to 8F by naming their rival in such a way and then finding it through item underflow.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202184#msg202184 date=1474214929]<br /><br />This may be a bit old, but do you remember the thing you were mentioning here ? (the one that corrupted PC PokÃ©mon)<br /><br />[quote author=Spectramark link=topic=6868.msg201209#msg201209 date=1471294295]<br />I have now found that doing this can also corrupt the Pokemon in the PC, turning them into Bad EGGs with seemingly completely random glitch markings and glitch item. Other data regarding what the Pokemon was originally might have also been corrupted, but since I use actual hardware and not an emulator, I couldn&#039;t do much with them.<br />[/quote]<br /><br />As I am not sure which action you were referring to (going over a Glitch PokÃ©mon in PC, healing your party,...)<br /><br />[/quote]<br /><br />I achieved that by picking up Decamark 0x1460 with the orange cursor and moving between boxes in the PC.<br /><br />The effects are seemingly completely random. Sometimes the game crashes/resets straight away, sometimes you get a loud screeching crash noise, and sometimes you can freeze the music. On rare occasions, you can get much more interesting effects, like replacing the music with the classic crash noise you usually get, but having the game still controllable.<br /><br />One time I corrupted the music so much that one sound channel was frozen, a different sound channel was playing roughly an octave higher in pitch and the rest of the music was playing relatively normally. I&#039;ve only been able to do that once, but I&#039;ll try to get a recording of it should it happen again... it&#039;s quite the tune.<br /><br />When I viewed another glitch Pokemon&#039;s name before picking up 0x1460, I got a game crash with the screen becoming distorted... rather spooky.<br /><br />Anyway, if possible, would anyone be able to use an emulator to see the corrupted Pokemon and the glitch items they hold? I&#039;m interested to see what the hex. values of the glitch items are, since some of them either have the &quot;CLOSE BAG&quot; sprite or have no sprite at all.


subject: Re: The dream thread
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Last night I dreamt I was some kind of vigilante waging war against... err... I don&#039;t remember. I think the villains were crime lords or somesuch. Anyway, I storm into their hideout, an abandoned hospital and start taking out the leader&#039;s goons. Suddenly his wife/mistress/cohort lady attacks me with a goddamned axe, but I manage to wrestle it away from her and kill her with it. I then moved on into an empty ward and fought Mr. Crime Lord Dude hand-to-hand while an orchestral piece played. I eventually threw him off the balcony.<br /><br />This was... huh, wow.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: clip
body:
  Ok, just from boredom, I tried to peform the trainer mutation on a Chinese Emerald ROM (that badly translated bootleg where Sootoopolis City is namee &quot;Double Dee&quot;). I got some unusual trainers, a guy with a trainer class of &quot;of Girl&quot; which crashed the game if defeated. They had the Collector&#039;s sprite. Trying JP Emerald soon.<br /><br /><br />EDIT:I tried JP Emerald and got a textbox floating around while I could still move around, something I did on English Emerald a while ago, via memory editin, and something I replicated &quot;legit&quot;. I attached a savestate if it. How you get it to work? I don&#039;t really know.


subject: Missing information.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I wanted to see what are the requirements for/profits of the Member+ group, and guess what? There&#039;s nothing about any requirements. Can anyone add that information? I kinda want to know.


subject: Re: Missing information.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ummmm what vote? Where?<br />I know that they can vote for others to become a Member+ or even, a Moderator, but that&#039;s it.<br />Also, what boards are accessible for only Members+ and above?


subject: Re: Missing information.
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The requirements to become a Member+ are to my knowledge simply &quot;don&#039;t be a knob for an extended period of time.&quot; It&#039;s normally voted on in the Exclusive Board, which only Member+&#039;s and higher can see, although it doesn&#039;t get much use anymore. <br /><br />The only other hidden boards I can think of are the staff board (which only mods and such can view) and the Forum Games board, which guests can&#039;t see.<br /><br />Signed,<br />A guy who became a Member+ [size=1pt]without the voting process :^)[/size]


subject: Re: Missing information.
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Actually, you don&#039;t need to be Member+ to earn access to the Exclusive Board, other groups work (like me, I&#039;ve got the access because I&#039;m &quot;Wiki Contributor&quot;. So I guess it&#039;s just closed to regular members ? Like, those that come and just lurk ?<br />I remember there is a page that explains it all somewhere in the rules.<br /><br />Though I have access to the Exclusive Board, I don&#039;t have access to the Staff Board : as Bert said, the minimum rank (in terms of responsibilities) is Moderator, if I recall correctly.<br /><br />I guess a mod/admin would be better suited to explain that :P<br /><br />Edit : [url=http://forums.glitchcity.info/index.php?topic=6742.0]Gotcha link ! [/url]<br />And it contains the info you didn&#039;t find... so yeah, pretty much everything you asked for.


subject: Re: Missing information.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: clip
body:
  Here&#039;s a quote from me from the same thread that you linked.<br />[quote author=Charmy link=topic=6742.msg202532#msg202532 date=1475342409]<br />There HAVE been changes, for example, the &quot;Banned&quot; group doesn&#039;t exist anymore, The &quot;Glitch-Battle Alpha-Testers&quot; are floating in smoke, the &quot;Fangame Development Team&quot; is dead too, and the &quot;Decamark Researcher&quot; group was killed by a Decamark (the + variant still exists though!).<br />Also, how is HorizonGirl76 and surfingpichu in the &quot;Oldbie&quot; group? HorizonGirl76 joined only 4 years ago, while surfingpichu, less than 6 months ago. Maybe they have new accounts? I need a confirmation though.<br />[/quote]<br />Also, nothing about requirements for most ranks. Or I&#039;m just blind.<br />EDIT:Also, according to some forum stuff, I can already practicipate in the voting, I want to be sure if I won&#039;t get automaticlly rejected because I don&#039;t meet the requirements.<br />EDIT2:Here&#039;s the proof.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [s]Here, we can discuss about the upcoming (coming October 18) demo of PokÃ©mon Sun and Moon, and the full game (coming 18 November in America and 23-rd in Europe) We can ask questions, talk, etc.[/s]<br />This topic was merged. Intro no longer needed.<br />So, here&#039;s my question. Can you transfer the special PokÃ©mon (Ash-Greninja in this case) to the electronic version? Or is it cartrigde only?


subject: Re: Missing information.
poster_name: CytricAcid
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Huh, oldbie status? Technically my old accounts been around since 2007, but I dont think I did much contributing, though I do remember the IRC and SloshedMail. I was barely 13 when i joined, jeez...


subject: Re: Missing information.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7666.msg202561#msg202561 date=1475649354]<br />You cannot [i]vote[/i] for Member+ requests, but you can apply for membership.<br />[/quote]<br />But, do I meet the requirements?


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  the CIA and NCCH versions should have the same UniqueID so most likely, yes.<br /><br />The demo is already on CDN. Just awaiting the title key :)


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  The newest trailer from yesterday showed the demo&#039;s special PokÃ©mon, Ash-Greninja. So it will possibly be like the Mega Glailie from ORAS Demo. Also, will the &quot;PokÃ©mon Link&quot; come back then?<br />Here&#039;s the official websibe on S&amp;M:<br />[url=http://www.pokemon-sunmoon.com/en-us/cool-features/]Right here[/url].<br />Also, I asked this because I won&#039;t be running to the nearest shop (which is a 30-60 minute drive from my home) just to find out that they don&#039;t have the game yet, and I would rather get the electronic version on launch day.<br />And, I wonder, what would happen with PokÃ©mon you can&#039;t find\battle in the demo? Will it be like ORAS demo, where Hoopa used invalid data and had a Unown ? model, a Bulbasaur&#039;s cry, and correct type?<br />EDIT:I changed the title, because I will talk not just about the demo.


subject: Re: Unintended differences for Virtual Console Red/Blue/Yellow
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: clip
body:
  Well, I did some more shenanagans on VC Blue and 9F seems to corrupt some tile data, now the water has some bars on it. I also got a weird crash... The music froze as well.<br /><br />Also, sorry for the gigantic picture, but I don&#039;t have any paint-like apps on my phone. Goddamn you Android, why you don&#039;t come with one?<br /><br />[color=purple]Edit by Torchickens: Reduced size of image, original is here http://s1271.photobucket.com/user/Torchickens/media/IMG_20161005_135808.jpg.html if you need it.[/color]<br />[img]http://i1271.photobucket.com/albums/jj640/Torchickens/IMG_20161005_135808%202.jpg[/img]


subject: All cries for Generation 1 Glitch Pokemon?
poster_name: Agile-eagle1994
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: clip
body:
  I&#039;m making a Minecraft mod that adds a glitch dimension and glitch Pokemon to inhabit it. I wanted them to use their cries as idle sounds. And I know that the GlitchDex has the cry for each glitch on its page, but it seems like it&#039;s broken. I want the cries in .ogg format, because using VisualBoyAdvance to record the cry and then editing the music out with Audacity muffles the cry&#039;s sound. I tried this with X-x&#039;s cry and although it worked, like I said before, the sound was muffled and slurred, and it was also a bit higher in pitch. It would also help if the fainting sound and the Generation 2 Super effective attack sound could be ripped.<br />I&#039;m really interested in glitch Pokemon, they&#039;re my favorite part of the games. I&#039;ve attached the muffled version of X-x&#039;s cry to my post. (It has to be in .ogg format, otherwise Minecraft won&#039;t be able to recognize it natively)


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Last week Toughie, the only known remaining Rabbs&#039; fringe-limbed treefrog, died at the Atlanta Botanical Garden.<br /><br />http://news.nationalgeographic.com/2016/09/toughie-rabbs-fringe-limbed-tree-frog-dies-goes-extinct/<br /><br />https://en.wikipedia.org/wiki/Toughie_(Rabbs%27_fringe-limbed_treefrog)


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: EarthTraveler
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi, I&#039;m new here. I&#039;ve been lurking for a while though, and I&#039;m not if this has been covered, but here goes.<br /><br />Last night, I managed to successfully pull off the &quot;hatch any Pokemon&quot; glitch on Emerald and hatched a Jirachi. I did the Day Care thing to get rid of its glitch moves, etc., and then I started trying to get rid of the Bad Eggs in my boxes. At first, I tried to use the cloning glitch, but did it wrong and failed to get rid of them (I did get 5 Master Balls off the non-glitch clones, though :)). And while I was pulling the Master Balls off of them in &quot;Move Items&quot; mode, I happened into one of the corrupted boxes full of Bad Eggs and saw that several were holding glitch items, represented by the white &quot;?&quot;. There were also two invisible Pokemon, one of which appeared to be holding a Choice Band, based on the sprite.<br /><br />So my question is, what do these glitch items do, and are they safe to pick up? I&#039;m hesitant to try bagging them since I play on cartridge and don&#039;t want my save corrupted. Also, has anyone ever experienced getting a valid item off an invisible Pokemon, so that there&#039;s a chance that&#039;s a real Choice Band?<br /><br />Thank you.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, the glitch items don&#039;t do anything, and they are safe to grab. Also, R/S/E has backup flash memory, it can save 2 save files, so if the first one gets corrupted, the second one will be loaded.<br />As far as i know, most glitch items have that &quot;?&quot; icon.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Spectramark
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=EarthTraveler link=topic=6868.msg202573#msg202573 date=1475778297]<br />Hi, I&#039;m new here. I&#039;ve been lurking for a while though, and I&#039;m not if this has been covered, but here goes.<br /><br />Last night, I managed to successfully pull off the &quot;hatch any Pokemon&quot; glitch on Emerald and hatched a Jirachi. I did the Day Care thing to get rid of its glitch moves, etc., and then I started trying to get rid of the Bad Eggs in my boxes. At first, I tried to use the cloning glitch, but did it wrong and failed to get rid of them (I did get 5 Master Balls off the non-glitch clones, though :)). And while I was pulling the Master Balls off of them in &quot;Move Items&quot; mode, I happened into one of the corrupted boxes full of Bad Eggs and saw that several were holding glitch items, represented by the white &quot;?&quot;. There were also two invisible Pokemon, one of which appeared to be holding a Choice Band, based on the sprite.<br /><br />So my question is, what do these glitch items do, and are they safe to pick up? I&#039;m hesitant to try bagging them since I play on cartridge and don&#039;t want my save corrupted. Also, has anyone ever experienced getting a valid item off an invisible Pokemon, so that there&#039;s a chance that&#039;s a real Choice Band?<br /><br />Thank you.<br />[/quote]<br /><br />Almost all glitch items are completely useless, bringing up the &quot;[Player]! There&#039;s a time and place for everything!&quot; dialog when you try using them. They cannot be sold at a PokeMart either, so they pretty much sit and take up space in your Bag. It can be nice though to have one or two in your Bag for bragging rights, I guess ;)<br /><br />Unfortunately, you can&#039;t take items from EGGs/Bad EGGs. A different kind of corruption is required if you want to obtain glitch items/moves and most glitch Pokemon.<br /><br />---<br /><br />To see some interesting corruptions, I&#039;d recommend getting glitch Pokemon 0x0A0D and 0x1460. Thankfully both can be hatched with the standard EVs &gt; Species corruption without crashing the game.<br /><br />[b]0x0A0D (EVs: 10 ATK, 13 HP)[/b] turns off a part of the music and mutes Pokemon cries when hovered over in the PC, resulting in 8-bit-style music. This effect causes no permanent corruption, and the game can even be safely saved with this in effect. Resetting the game will set the music back to normal again, so the music effect is only temporary.<br /><br />[b]0x1460 (EVs: 20 ATK, 96 HP)[/b] is a rather dangerous one. The only safe way to handle it is to use the [b]white cursor[/b] to move it around the PC. Using the orange cursor to pick it up basically puts you in a corruption minefield; scrolling between boxes, pressing B or pressing A on a Pokemon causes a wide variety of corruptions, from graphical glitches to freezing the music. Make sure not to save your game after messing around with it, as any corruption you had caused will become permanent.<br />The game crashes very often in this state, so it is wise to save your game straight after you hatch this glitch Pokemon so that you can deposit it safely in your PC without causing any permanent corruption.<br /><br />If you instead put the glitch Pokemon at the front of your Party and go to the news reporter at Slateport, she will read out the Pokemon&#039;s species name. Since the name is hundreds of characters long, a buffer overflow occurs and many aspects of your game will be overwritten with corrupt data, notably your name, Party, Bag, Money, Trainer Card, gender, overworld sprite, battle sprite, Options, Badges and even your play time.<br />In such a corrupt state, there&#039;s not an awful lot you can do other than laugh as you run around in Cycling Road.<br />Opening your Trainer Card will crash the game.<br />Viewing the summary of the Pokemon in your Party will crash the game.<br />Booting up the PC will crash the game. (Due to your corrupted name being too long to display on &quot;[Player]&#039;s PC&quot;)<br />Entering a Pokemon battle will crash the game. (Due to your corrupt battle sprite)<br />Using certain items or performing certain actions with the Acro Bike can softlock the game. (Due to your corrupt overworld sprite)<br />[b]For obvious reasons, do not save the game in this state. Saving the game will render the save file unplayable.[/b]<br /><br />Anyways, have fun :D


subject: Pokemon Platinum odd Pokemon behavior
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  I finally got a new R4 as my last one disappeared on one or another assignment and I restored from my last backup (6-something-2015). I loaded Platinum up and to my surprise I had an egg in the daycare. I go pick it up... and it shows on the PokeGear but not in the Pokemon menu. I go to the PC and swap the &quot;egg&quot; out with a legit Pokemon (the slot looked empty but I could only Switch). As I backed out of the PARTY menu the Shinx (the test PKMN)&#039;s sprite stayed on the friggin&#039; screen. After backing out of the PC entirely it was gone. After making an RTS save (because R4 and I&#039;m cool like that) I hesitantly saved normally. (Yeah yeah corruption and other dangers that&#039;s what RTS is for.) Anywho, I reload and both the Shinx AND THE &quot;EGG&quot; are gone. <br /><br />Any ideas what the fuck?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg202514#msg202514 date=1475172244]<br />I&#039;m just going to leave a note for others that these require Anti-DMA (B2809E31 3CEF5320, 1C7B3231 B494738C).<br /><br />Metarkrai, can you teach us the steps to convert a .PKM file into an Action Replay code for box 1 slot 1 (otherwise a code compatible for the Xploder Advance SP) please, as I bought one recently and would like to use it for fast cartridge glitching. Thanks!<br />[/quote]<br /><br />Oh yeah, I forgot to say that it required Anti-DMA to work well.<br /><br />Well, to obtain such codes, I look at the PokÃ©mon&#039;s data in the Memory Viewer, then write a code for it in&nbsp; Code Breaker / uncrypted ARv3&nbsp; format, then I convert it in ARv3 with AR Crypt.<br /><br />I know that some save editors can give you an AR code from a PokÃ©mon, but the editors I have (RS savegame editor and Ciros Pokemon Maker) do not preserve the PID of PokÃ©mon, which completely changes the crypted data and substructure order, so I am not using that.<br /><br />With uncrypted ARv3, you need to write lines : 04aaaaaa bbbbbbbb in order to force the double-word 0xbbbbbbbb at adress 0x0a0aaaaa.<br />I usually take an already existing code, decrypt it with AR Crypt, then change the values to force. This saves some time as I don&#039;t have to write the adresses.<br /><br />If there is no feature to let you create a code for a PokÃ©mon at a certain PC slot from a .pkm file, you would need to inject the .pkm file in your save and use the Memory Viewer to check the PokÃ©mon&#039;s data (unless the .pkm file only consists of the raw PokÃ©mon data).<br /><br />With my AR, it takes like 15 minutes to write such a code and it is always quite risky (hit B and you need to type everything again, touch the AR and it freezes), so I usually inject a new save file in my cartridge with it. (I don&#039;t know if Xploder can do it)<br /><br /><br />However, if you want codes to obtain certain Glitch PokÃ©mon, you can do shorter ones, for example :<br /><br />Obtain any PokÃ©mon species at Box 1 Slot 1, Emerald (non Jap), Anti-DMA required :<br />0A400130 000002FF (Uncrypted ARv3 format)<br />04229828 0000xxxxx<br />0A400130 000002FF<br />0422982C 0000xxxxx<br />Change xxxx by the hexadeciman identifiant of the PokÃ©mon you want, and convert the code in ARv3.<br />Hit R to make the PokÃ©mon appear.<br /><br /><br />Similar tricks can be used to make short codes for Glitch Moves and Glitch Items or even to corrupt a PokÃ©mon&#039;s PID/TID (provided you know it beforehand), it mostly depends on what you want to do.<br /><br /><br />[b]-------[/b]<br /><br />[quote author=Spectramark link=topic=6868.msg202550#msg202550 date=1475528630]<br />[quote author=Metarkrai link=topic=6868.msg202184#msg202184 date=1474214929]<br /><br />This may be a bit old, but do you remember the thing you were mentioning here ? (the one that corrupted PC PokÃ©mon)<br />[/quote]<br /><br />I achieved that by picking up Decamark 0x1460 with the orange cursor and moving between boxes in the PC.<br />[..]<br /><br />Anyway, if possible, would anyone be able to use an emulator to see the corrupted Pokemon and the glitch items they hold? I&#039;m interested to see what the hex. values of the glitch items are, since some of them either have the &quot;CLOSE BAG&quot; sprite or have no sprite at all.<br />[/quote]<br /><br />Okay, so you were able to corrupt PC PokÃ©mon data by only going over the name of a Glitch PokÃ©mon. That&#039;s something new.<br />I&#039;ll try some things with 0x1460 and with some members of its name family.<br /><br />And yeah, it is possible to check the Item held by a Bad Egg, even though you can&#039;t retreive it (unless the Bad Egg knows Trick).<br />Glitch Item sprites are nearly always &quot;?&quot;, the only other case being Item 0xFFFF who has the &quot;Close Bag&quot; sprite.<br /><br />Also, trying to give/withdraw an Item from a Glitch PokÃ©mon via the PC easily crashes the game (easier than just going over the species name). <br />Certain interesting things could maybe be obtained out of this, I didn&#039;t make that many attempts with this mechanic.<br /><br /><br />[b]------[/b]<br /><br />[quote author=Spectramark link=topic=6868.msg202577#msg202577 date=1475793467]<br />Since the name is hundreds of characters long, a buffer overflow occurs and many aspects of your game will be overwritten with corrupt data, notably your name, Party, Bag, Money, Trainer Card, gender, overworld sprite, battle sprite, Options, Badges and even your play time.<br />[/quote]<br /><br />Hundreds characters isn&#039;t enough, you need at least 7-8 thousands characters to reach the Party PokÃ©mon, trainer ID, trainer name,..<br />The longest name I saw in some Emerald roms were of 42.000 characters.<br />However, when the name goes over 20.000 characters (or less, I don&#039;t exactly remember), a part of the data managing the loaded map is overwritten and you can&#039;t make a step or open/close the party without freezing the game. So being the longest doesn&#039;t give really interesting results.<br /><br />It is possible to get back a short trainer name and a non-glitched trainer sprite by bringing other glitch PokÃ©mon to Slateport&#039;s journalist, but this requires an empty party slot and no corruption on Day Care PokÃ©mon (they are the sole PokÃ©mon you can withdraw with a long trainer name, as PC can&#039;t be opened).<br />And unfortunately, many Glitch PokÃ©mon with names long enough to corrupt good parts of RAM data but not too long (to let you move after the corruption) do not leave an empty slot in your party.&nbsp; : ( <br /><br /><br />------<br /><br />Regarding Arbitrary Code Execution, I fell on an issue when trying to redo the procedure from A to Z.<br /><br />Obtaining a Bootstrap PokÃ©mon is ok.<br />Obtaining a list of Glitch Items is ok.<br />Placing the Glitch Items in Pyramid Bags is ok. (E)<br />Duplicating and placing the Glitch Items in PC is ok. (E,Fr,Lg)<br />Obtaining an ACE Glitch Move is ok.<br />The setup for DMA Translation check is ok. <br />ACE Codes that do things during the battle (like rewriting a word at a certain adress) work well.<br /><br />However, codes that call the &quot;overworld script&quot; subroutine and that use this subroutine to execute certain scripts (call credits, give a PokÃ©mon, set some flags, warp,...) do not work well :<br />When the code is executed, the game only stores the adress at which the scripts must be executed, and executes them once the battle ends.<br />But when the battle ends, DMA is called again and the RAM data that contains the scripts is moved. <br />Thus, the game has a good chance to try to execute an invalid script and crash because of that, and a low chance to execute the code well.<br /><br />This is quite annoying since most of the interesting codes use this &quot;overworld script&quot; subroutine (with it, you can trigger multiple things at once with a short code).<br /><br />The only solution I found so far would be to put many &quot;MasterBall 0x0001&quot; right before the code, as bytes 0x00 and 0x01 are script values that don&#039;t do anything.<br />This would increase the chances of getting the code to work (but not to 100% because of the initial DMA translation), and it would also make things less easy to manipulate (this stack would need to be removed to duplicate new glitch items in order to create new codes, so you would also to duplicate a stack of Master Balls to create many tiny stacks and put them in front.<br /><br />It is unfortunately not possible to manipulate the DMA when the battle ends. I do not know if DMA could be desactivated though (this would be a good solution)<br /><br />The RAM data right before PC Items consists of some unknown/trash data, so it cannot be changed to be helpful.<br /><br />If the overworld scripts could be used directly during the battle, the issue would also be solved. But I don&#039;t know if such a thing is possible (I never saw the game trigger a script like credits during a battle)<br /><br /><br />So as of now, the state of Arbitrary Code Execution with Pomeg Glitch is still not completed.<br /><br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  I have a pretty small question... where even is the player data located at? At around what address? I know that it changes, but I don&#039;t know where to look for it, I wanted to test some invalid genders.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202581#msg202581 date=1475856945]<br />However, codes that call the &quot;overworld script&quot; subroutine and that use this subroutine to execute certain scripts (call credits, give a PokÃ©mon, set some flags, warp,...) do not work well :<br />When the code is executed, the game only stores the adress at which the scripts must be executed, and executes them once the battle ends.<br />But when the battle ends, DMA is called again and the RAM data that contains the scripts is moved. <br />Thus, the game has a good chance to try to execute an invalid script and crash because of that, and a low chance to execute the code well.<br /><br />This is quite annoying since most of the interesting codes use this &quot;overworld script&quot; subroutine (with it, you can trigger multiple things at once with a short code).<br /><br />The only solution I found so far would be to put many &quot;MasterBall 0x0001&quot; right before the code, as bytes 0x00 and 0x01 are script values that don&#039;t do anything.<br />This would increase the chances of getting the code to work (but not to 100% because of the initial DMA translation), and it would also make things less easy to manipulate (this stack would need to be removed to duplicate new glitch items in order to create new codes, so you would also to duplicate a stack of Master Balls to create many tiny stacks and put them in front.<br /><br />It is unfortunately not possible to manipulate the DMA when the battle ends. I do not know if DMA could be desactivated though (this would be a good solution)<br /><br />The RAM data right before PC Items consists of some unknown/trash data, so it cannot be changed to be helpful.<br /><br />If the overworld scripts could be used directly during the battle, the issue would also be solved. But I don&#039;t know if such a thing is possible (I never saw the game trigger a script like credits during a battle)<br /><br /><br />So as of now, the state of Arbitrary Code Execution with Pomeg Glitch is still not completed.<br />[/quote]<br /><br />*some reversing later*<br /><br />Seems the function at 0x8076C2C (labeled as prev_quest_set_mode_3_and_stuff in the Emerald .idb) is what does the DMA stuff.<br /><br />It basically does the following:<br /><br />- saves off into the stack, the int32s at 0x30022CC and 0x30022D0<br />- zeroes 0x30022CC and 0x30022D0<br />- zeroes 0x203CF5C<br />- copies the three DMA-translated blocks of memory away: 0xF2C bytes from the DMA-translated block pointed to by 0x3005D90 into 0x2000000, 0x3D88 bytes from the DMA-translated block pointed to by 0x3005D8C into 0x2000F2C (directly after the first block), 0x83D0 bytes from the DMA-translated block pointed to by 0x3005D94 into 0x2004CB4; a total of 0xD084 bytes.<br />- calls the function at 0x8076BDC, which takes a int16 &quot;seed value&quot; derived from adding together the int8s at 0x200000A through 0x200000D (this is actually the trainer ID and secret ID -- this additional entropy is only used in Emerald, FRLG just uses RNG output for this), and adds it with some RNG output, then uses this value to set the new DMA base addresses (and then calls a couple of other functions to derive some variable pointers using the new base addresses).<br />- copies the data from 0x2000000/0x2000F2C/0x2004CB4 to the new base addresses<br />- calls a function at 0x8000B1C that basically sets the entire block of memory at 0x2000000-0x201C000 as allocatable by the internal memory management library, therefore allowing the block to be clobbered by some other gamecode<br />- restores the saved values of 0x30022CC and 0x30022D0<br />- gets an int32 from the RNG and uses this as a new XOR key: a function is called that takes a bunch of (DMA-translated) addresses, decrypts them with the saved XOR key at offset 0xAC into the DMA-translated block pointed to by 0x3005D90 (which got copied to 0x20000AC earlier) and re-encrypts them with the new XOR key<br />- sets the new XOR key, overwriting the saved XOR key in the DMA-translated block.<br /><br />In theory, you&#039;d be able to use this information to set up the script pointer at the place it got copied to.<br />In practise, other parts of the game uses this block of memory as scratch space, and it&#039;s useless to change it as the DMA-changing function will just change it right back.<br /><br />I guess instead of an overworld script VM nop slide you could just copy the overworld script VM bytecode to some place in 0x200D084-0x201C000 in the payload? At least some of this block of RAM doesn&#039;t get touched at all in the overworld or in battle, it seems.


subject: Dragon Ascent Move Tutor Glitch
poster_name: MarcBrightside
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So, according to Bulbapedia, there exists a glitch in Omega Ruby/Alpha Sapphire which means that if you encounter catch Rayquaza during the Delta Episode with all 31 boxes filled, you can instead forfeit it and teach Dragon Ascent to whichever PokÃ©mon you tried to switch it with (http://bulbapedia.bulbagarden.net/wiki/List_of_glitches_in_Generation_VI#Dragon_Ascent_Move_Tutor_Glitch).<br /><br />My question is, how do you go about filling up the PC, since the 31st box is hidden prior to catching Rayquaza? Bulbapedia says that you can do this using PokÃ©mon Bank, but this doesn&#039;t seem to work for me; even with 30 filled, box 31 is still inaccessible until I catch the dragon. Any suggestions that don&#039;t involve hacking/external devices?


subject: Re: Dragon Ascent Move Tutor Glitch
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  I might hack my save a bit to test it out later.<br />Use PkHeX if using the retail version. Then create some PokÃ©mon in box 31, and set the &quot;unlocked boxes&quot; flag to 31 boxes unlocked.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=6868.msg202582#msg202582 date=1475864284]<br />I have a pretty small question... where even is the player data located at? At around what address? I know that it changes, but I don&#039;t know where to look for it, I wanted to test some invalid genders.<br />[/quote]<br /><br />In Emerald (non Jap), gender is managed by the byte at 0x02024A5C.<br />In FrLg (non jap), gender is managed by the byte at 0x02024590.<br />The rest of the player data (ID, SID,..) is in the area.<br />You can use an Anti-DMA code to fix the adress of that byte in order to change it more easily.<br /><br />From what I remember, certain values make your character look like a NPC (the correct sprites are tied to the directions the player is facing).&nbsp; Large sprites (especially Rayquaza) oddly interact with the sprites of other NPC on the map.<br />The sprite of another Game Freak&#039;s game is also still here, but with the wrong colors (it has the right colors in RS, though).<br /><br />-----------<br /><br /><br />[quote author=Wack0 link=topic=6868.msg202583#msg202583 date=1475868818]<br /><br />*some reversing later*<br /><br />Seems the function at 0x8076C2C (labeled as prev_quest_set_mode_3_and_stuff in the Emerald .idb) is what does the DMA stuff.<br /><br />It basically does the following:<br /><br />- saves off into the stack, the int32s at 0x30022CC and 0x30022D0<br />- zeroes 0x30022CC and 0x30022D0<br />- zeroes 0x203CF5C<br />- copies the three DMA-translated blocks of memory away: 0xF2C bytes from the DMA-translated block pointed to by 0x3005D90 into 0x2000000, 0x3D88 bytes from the DMA-translated block pointed to by 0x3005D8C into 0x2000F2C (directly after the first block), 0x83D0 bytes from the DMA-translated block pointed to by 0x3005D94 into 0x2004CB4; a total of 0xD084 bytes.<br />- calls the function at 0x8076BDC, which takes a int16 &quot;seed value&quot; derived from adding together the int8s at 0x200000A through 0x200000D (this is actually the trainer ID and secret ID -- this additional entropy is only used in Emerald, FRLG just uses RNG output for this), and adds it with some RNG output, then uses this value to set the new DMA base addresses (and then calls a couple of other functions to derive some variable pointers using the new base addresses).<br />- copies the data from 0x2000000/0x2000F2C/0x2004CB4 to the new base addresses<br />- calls a function at 0x8000B1C that basically sets the entire block of memory at 0x2000000-0x201C000 as allocatable by the internal memory management library, therefore allowing the block to be clobbered by some other gamecode<br />- restores the saved values of 0x30022CC and 0x30022D0<br />- gets an int32 from the RNG and uses this as a new XOR key: a function is called that takes a bunch of (DMA-translated) addresses, decrypts them with the saved XOR key at offset 0xAC into the DMA-translated block pointed to by 0x3005D90 (which got copied to 0x20000AC earlier) and re-encrypts them with the new XOR key<br />- sets the new XOR key, overwriting the saved XOR key in the DMA-translated block.<br /><br />In theory, you&#039;d be able to use this information to set up the script pointer at the place it got copied to.<br />In practise, other parts of the game uses this block of memory as scratch space, and it&#039;s useless to change it as the DMA-changing function will just change it right back.<br /><br />I guess instead of an overworld script VM nop slide you could just copy the overworld script VM bytecode to some place in 0x200D084-0x201C000 in the payload? At least some of this block of RAM doesn&#039;t get touched at all in the overworld or in battle, it seems.<br />[/quote]<br /><br />Wow, this is really nice stuff. Thank you for the explanation.<br />After looking at it, values stored in 0x02000000-0x0200D084 get indeed rewritten to store the data contained in the memory blocks the game wants to translate, but they quickly get overwritten by other values (mainly from functions managing graphics and other things, as DMA is nearly always called during a screen transition (door, closing party, ending a battle, closing pc,...))<br />PC Items data is in particular always overwritten, so changing the adress of the stored script to the adress of its copy in 0x02000000-0x0200D084 won&#039;t work.<br /><br />Party PokÃ©mon data would have been perfect to use there, because they are not affected by DMA, but they are not manipulable enough to store codes with more than 8-10 consecutive bytes.<br /><br /><br />[quote] I guess instead of an overworld script VM nop slide you could just copy the overworld script VM bytecode to some place in 0x200D084-0x201C000 in the payload? [/quote]<br />If I understood well, you would like to copy a part of the code in that area in order to make it easily executable.<br />How long would be a code that does such a thing ? (copy n bytes from 0xaaaaaaaa to 0xbbbbbbbb).<br /><br />I checked on emulator, and data at these adresses unfortunately doesn&#039;t stay when saving/resetting.<br />Thus, another area unaffected by DMA and not frequently used (or used for event things) would be needed first to make things work. (Unless both the copy of the bytes and the call to the overworld script subroutine can be done with a single code execution)<br /><br />If a code to copy bytes from an adess to another isn&#039;t that long to write, then it could be used to create a PokÃ©mon whose data contains the copied string of bytes.<br />Then, by placing such a PokÃ©mon in a party slot, their data wouldn&#039;t move during all the procedure (because party pokÃ©mon data isn&#039;t affected by DMA).<br />This would need some refinement in order to see how to store the code in the PokÃ©mon&#039;s data (or to see which in-game traded PokÃ©mon could have its data modified to store code), but it would solve the issue on E/Fr/Lg.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202587#msg202587 date=1475945950]<br />[quote] I guess instead of an overworld script VM nop slide you could just copy the overworld script VM bytecode to some place in 0x200D084-0x201C000 in the payload? [/quote]<br />If I understood well, you would like to copy a part of the code in that area in order to make it easily executable.<br />How long would be a code that does such a thing ? (copy n bytes from 0xaaaaaaaa to 0xbbbbbbbb).<br /><br />I checked on emulator, and data at these adresses unfortunately doesn&#039;t stay when saving/resetting.<br />Thus, another area unaffected by DMA and not frequently used (or used for event things) would be needed first to make things work. (Unless both the copy of the bytes and the call to the overworld script subroutine can be done with a single code execution)<br /><br />If a code to copy bytes from an adess to another isn&#039;t that long to write, then it could be used to create a PokÃ©mon whose data contains the copied string of bytes.<br />Then, by placing such a PokÃ©mon in a party slot, their data wouldn&#039;t move during all the procedure (because party pokÃ©mon data isn&#039;t affected by DMA).<br />This would need some refinement in order to see how to store the code in the PokÃ©mon&#039;s data (or to see which in-game traded PokÃ©mon could have its data modified to store code), but it would solve the issue on E/Fr/Lg.<br />[/quote]<br /><br />Your code would just copy your script bytecode to some other location, then set up the overworld script to use that location. Saving and resetting doesn&#039;t matter, the only thing that matters is if it gets clobbered between the time you get code exec, and when the script executes back at the overworld. Which it doesn&#039;t seem to be if you put it at 0x200D084 as far as I can tell.<br /><br />A quick memcpy would even be game-agnostic, as you could use the GBA BIOS call to do that (you could find the ASLR base address for your game, get the location of your payload from that into r0, put 0x200D084 into r1, put 0x100 in r2 to always copy 0x200 bytes (this should be enough, yes?), and svc 0xb (CpuSet)).<br /><br />So, something like this... (please note: untested.)<br /><br />[tt]<br />; fasmarm syntax<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br /><br />; not shown: payload prologue.<br />ldr r0,[saveblock1_base]<br />ldrh r1,[pc_offset]<br />ldr r0,[r0]<br />adds r0,r0,r1<br />ldr r1,[bytecode_base]<br />movs r2,#0x100<br />svc #0xb ; CpuSet<br />; now call script_run with r0=bytecode_base<br />; not sure if the bios call clobbers any registers.<br /><br />saveblock1_base: dw 0x03005008 ; this is in US FireRed. it&#039;s 0x3005D8C in US Emerald. find this address for other versions yourself.<br />pc_offset: dh 0x298 ; this is for US FireRed and points to PC item #1. for US Emerald this offset is 0x24C. again, find the correct offset for other versions yourself, and add whatever constant you want for starting on PC item #x where x &gt; 1.<br />bytecode_base: dw 0x200D084 ; you might want to increase this value if something gets screwed by this; however anything from 0x200D084-0x201C000 should be OK.<br />[/tt]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: clip
body:
  Oh, thanks Metarkrai. I will test some invalid genders tomorrow. Do I need to make a separate thread for that?<br /><br />Moved the list to a new thread.


subject: GBC (and others) incompatibility messages
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  This page showed up in my Twitter feed today. I thought some people here may find it interesting.<br /><br />http://www.vgmuseum.com/features/warn/<br /><br />Some of the art made for the incompatibility messages happens to be rather enjoyable.<br /><br />I wonder why the incompatibilty message for the German version of Monsters Inc (GBC) got inverted when compared to the English version.<br /><br />I also note similar fonts used in some of the messages; could these be tied together by a common dev? (the one I noticed specifically was the one used by Micromachines V3, Championship Motocross, and other GBC games; as it&#039;s also used in the copyright messages of the first Harry Potter game for GBA, which I have a cart of.)


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Stickying this as it&#039;s the new upcoming game (removed OR/AS discussion thread as a sticky).<br /><br />I am so hyped for this game it&#039;s unbelievable.<br />The number of changes they&#039;re making to the core of the game will make this unlike any other Pokemon game before it. The seeming abandonment of gyms in favor of Island Trials looks like a really cool mechanic, plus the addition of Alola forms will breathe life into old Pokemon and give them a place in Alola (especially Exeggutor!)<br /><br />The Z-move mechanic doesn&#039;t look super overpowered so that&#039;s encouraging. I&#039;d hate to see competitive battling become &quot;who can get the Smash Ball first&quot;. And lots of the new Pokemon have abilities or moves that balance out the current meta (entry hazards galore!).<br /><br />There&#039;s so much new stuff to explore and so many new features that I can&#039;t wait for the game to come out. I just don&#039;t want to check the internet once the demo&#039;s been released to avoid spoilers lol.


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  How many viewers are they averaging nowadays? I stopped watching around a year ago around their first Platinum run. I&#039;d imagine a viewerspike though once they get to Sun and Moon.


subject: Re: Missing information.
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  It&#039;s not necessarily being a big contributor. The main portion of a Member+ status is just being a valued and active member of the community, who abides by the rules, and is in general what we&#039;d consider an &quot;example&quot; of what a GCL member should be.<br /><br />You can apply to it or you can be nominated by either a current Member+ or higher. If you feel like you meet the requirements then feel free to apply - there&#039;s no harm in applying and the worst that can happen is that you get turned down.


subject: Re: Presidential Candidate
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Missing? NO!
icon: xx
body:
  I am more against Hillary than I am Pro-Trump. However, no other option exists in order to keep Hillary Clinton out of the White House.<br />I supported and voted for Bernie Sanders in the primaries. I believe that, if it wasn&#039;t for the Clinton Government Machine, that Bernie Sanders would have won the Democratic Nomination and therefore the election, defeating Trump.<br /><br />However, that didn&#039;t happen.<br /><br />Thanks to the Clinton camp&#039;s extensive use of Washington resources and insider information (colluding with the media to push certain narratives against Bernie Sanders, suppressing voting in certain states and at the Nevada Convention, and, at one point, suggesting they use Bernie Sanders&#039; Jewish heritage against him), I was pushed staunchly against Hillary Clinton and have remained that way ever since.<br /><br />With her multiple instances of corruption (covering up Bill Clinton&#039;s sexual assaults, colluding with the DNC to make her the nominee, Benghazi, emails as the Secretary of State, various assassinations of people Clinton despises like Seth Rich, coordinating with the PAC &quot;Correct The Record&quot;, aimed at spinning stories and pushing anti-Trump/pro-Clinton narratives, her corporate and foreign funding, closed-door paid Wall Street speeches, the Clinton Foundation), there is simply no way I can support Clinton as President. Electing her as President would allow for this corruption to grow and establish roots, making it even harder to destroy. We cannot afford to have that happen.<br /><br />From what I&#039;ve seen from the Obama Administration, as well, is that they&#039;ve acted as sort of an enabler to Hillary - the FBI did not recommend charges despite there being a plethora of evidence for conviction, and Loretta Lynch, Attorney General, met secretly with Bill Clinton before avoiding to press charges against Clinton for her conduct as Secretary of State. The Obama Administration&#039;s actions in regards to Clinton&#039;s corruption smell grossly of enabling and covering for Hillary simply because she&#039;s a Democrat. In simpler terms, in my view, the government as a whole is corrupt, and, in Trump&#039;s words, &quot;totally broken&quot;. They no longer hold politicians who have broken the law accountable, solely due to that politician&#039;s party affiliation.<br /><br />Trump is our opportunity for a reset button.<br /><br />If Donald Trump is elected President, the Democratic Party (and probably the Republican Party as well), will be reformed. Trump has no party affiliation - he simply jumped into politics at the beginning of this election cycle and is in general an outsider to Washington politics. Electing an outsider such as Trump would force reformation from both the Democratic and Republican parties, and, hopefully, four years down the road, would lead to a much fairer, much less corrupt election in 2020. Without power in the White House, the parties would be forced to reform in order to get that power back - neither the establishment Democrats nor the establishment Republicans want Trump in the White House. If Trump was elected, there would need to be serious introspection going on in both parties about how they let President Trump happen, leading to massive reformations and a move back to honest, for-the-people politics.<br /><br />Additionally, after studying this election, I kind of like Trump. I still think he&#039;s a s**t person and generally unethical, but I find myself in agreement with some of his policies. I agree with his stances on the TPP and (on some parts) immigration, along with his stance on creating American jobs (i.e. not taxing companies an exorbitant amount, forcing them overseas). I also agree with his stance about taking care of our homeless and our Veterans before taking in more refugees from overseas.<br /><br />One thing that a lot of people don&#039;t understand about Donald is that, before, his job was to be a businessman and make the most money for his business. I&#039;ve seen this argument brought up as a reason not to vote for him many times. From his tax return scandal to him shipping jobs overseas, he&#039;s been called a hypocrite and dishonest. I don&#039;t agree - he simply did those things because the laws allowed for it. As a businessman, it was his job to make the most money possible; shipping jobs overseas allowed him to do just that. He knows that it&#039;s a loophole and businesses exploit that. I believe that he&#039;ll close those loopholes as President - as his job, and loyalty, will not be to his businesses, but to the United States of America.<br /><br />His bombastic and combative rhetoric make it difficult to support him (especially his comments regarding women, sheesh), but when looking at the alternative (Hillary Clinton), there is simply no other viable option to combat Washington corruption.


subject: Re: GBC (and others) incompatibility messages
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A very interesting data-base. It&#039;s interesting that the only difference between PokÃ©mon Puzzle Chalenge&#039;s American incompatiblity screen and it&#039;s Europe equalvement is changing Â® to â„¢.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks Missing? NO! for sticking this thread. Anyway, my brother is completly avoiding some spoilers, like the recently revealed starter evolutions. Also, the Festival Plaza is a pretty good idea, now just re-add Wonder Trade :).<br /><br />The Battle Royale is also epic. The only draw-back of it is the battle ending once one player whites/blacks out.<br />Also, read some info on the official website of S&amp;M linked in post 3.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Prism bulids up hype as well. Starting TODAY, gotta not sleep.<br />I started watching around their pre-Touhoumon &amp; Moemon dual run PBR segment (the first PBR segment), could anyone give me a list of games they did (in order)?


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7667.msg202597#msg202597 date=1475999292]<br />The only draw-back of it is the battle ending once one player whites/blacks out.<br />[/quote]<br />Really? Lame. I was hoping for a more King-of-the-Hill style of battle where one player&#039;s left standing at the end.<br />I&#039;m curious to see what Poke Pelago is like. Interesting to see that they&#039;d change us something as basic and fundamental as box mechanics in a Pokemon game when it&#039;s been a staple for every generation.


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Red<br />Gold<br />Emerald<br />Platinum<br />Black<br />Blaze Black(I think?)<br />X<br />Omega Ruby<br />Red Anniversary Edition<br /><br />All with regular PBR intermissions etc. That&#039;s around where I stopped watching.


subject: Re: Presidential Candidate
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Heh, when I see your post, I must agree with one of your ideas :<br />I the previous Presidential elections we had in France, none of the candidates struck me as &quot;good candidates&quot;.<br />I mean, none of them looked honest to me. I was too young at that time, so I didn&#039;t think about it.<br />But next year there will be a presidential election - and next 28th December, I&#039;ll be 18. So I&#039;ll be voting there.<br />Yet I have a solid feeling that if I effectively go vote, I won&#039;t vote for the candidate that I prefer, I&#039;m going to vote for the candidate that would be the &quot;least bad&quot; when in power.<br />I feel I&#039;m going to vote not by conviction (&quot;this guy is perfect !&quot;) but by elimination (&quot;this guy is horrible... but the other is even more... welp, first guy...&quot;).<br /><br />So yeah, I understand your &quot;elect Trump to destroy everything and restart from [url=http://mspaintadventures.wikia.com/wiki/Scratch]scratch[/url]&quot;. Yet I am kind of afraid of him. You see, to me he looks like a bulldozer, which is what we want to make way for a rebuilding.<br />But I am afraid this bulldozer gets mad and goes on a rampage. Please, don&#039;t take this too literally. I&#039;m just struggling with my limited vocabulary, so I&#039;m actually surprised I made it this far in my post.<br />So, the problem is, he looks very unpredictable. And I don&#039;t like unpredictable things ; I fear them.<br />That&#039;s still my own opinion, though ! Act as you want, I&#039;m not your parents :D<br /><br />But, one last word, okay ? It&#039;s just that... I heavily disagree with Trump. Not 100%, but at least more than 50%.<br />So my expected reaction would be &quot;man, why are you voting for him ? You&#039;re doing something awful.&quot;.<br />But no. I understand you. You want to send a message ? Go on, man, you have my entire support ! We never tried electing people like him !<br />And the alternative seems to be hopeless for us. So, someone has to try first. If it works, well, nice job of you ! If it doesn&#039;t, well, you will have made the rest of the world aware that it was an awful idea.<br /><br />So every way I look at it, your reason to vote for Trump is 100% legit to me.<br />That doesn&#039;t nullify my previous posts. My opinions on him didn&#039;t shift much.<br /><br />But hey, whatever the outcome of this election is, good luck for the next 4 year, &#039;Murica !<br /><br />-- A fellow (I guess ?) French soon-to-be presidential voter.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I must say, at first I thought these games were overhyped ; &#039;cause the &quot;plot&quot; hasn&#039;t changed much (begin your adventure as a normal boy, get your starter from a prof, beat the 8 gyms, the Elite Four, complete da pokÃ©dex, put the game back in its case, sell it, make profit, begin your own organ exchange platform, become super duper rich but wanted by the FBI, go to Bangkok...)<br /><br />Wait, forget what&#039;s after selling the game.<br /><br />Now I&#039;ve heard that this was changed, I bow to Game Freak to at least attempt such a move. I heavily hope this will refresh the story of these games :)<br />(Still not going to buy, though :3)


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7667.msg202602#msg202602 date=1476009427]<br />(Still not going to buy, though :3)<br />[/quote]<br /><br />so, you&#039;re going to pirate it? :P


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Nah, I have a n3DS, and lots of retrogaming to do if we&#039;re talking about playing illegally.<br /><br />Plus PokÃ©mon games don&#039;t get me hyped (save for glitches, hello hellooo Gen 1 !)


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7667.msg202604#msg202604 date=1476016352]<br />Plus PokÃ©mon games don&#039;t get me hyped (save for glitches, hello hellooo Gen 1 !)<br />[/quote]<br /><br />Plenty of research to do on Gen VI :p (and for that matter S&amp;M upon release!)


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7667.msg202602#msg202602 date=1476009427]<br />...the &quot;plot&quot; hasn&#039;t changed much (begin your adventure as a normal boy, get your starter from a prof, beat the 8 gyms, the Elite Four, complete da pokÃ©dex, put the game back in its case, sell it, make profit, begin your own organ exchange platform, become super duper rich but wanted by the FBI, go to Bangkok...)...<br />[/quote]<br />I heard that there will be no Gyms, no HM&#039;s, and NO Elite Four (lel you will need to make one yourself lel).


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg202588#msg202588 date=1475947276]<br /><br />Your code would just copy your script bytecode to some other location, then set up the overworld script to use that location. Saving and resetting doesn&#039;t matter, the only thing that matters is if it gets clobbered between the time you get code exec, and when the script executes back at the overworld. Which it doesn&#039;t seem to be if you put it at 0x200D084 as far as I can tell.<br /><br />A quick memcpy would even be game-agnostic, as you could use the GBA BIOS call to do that (you could find the ASLR base address for your game, get the location of your payload from that into r0, put 0x200D084 into r1, put 0x100 in r2 to always copy 0x200 bytes (this should be enough, yes?), and svc 0xb (CpuSet)).<br /><br />So, something like this... (please note: untested.)<br />[/quote]<br /><br />0x200 bytes is more than enough as the size of PC Items block is 200 bytes. (0xF0 bytes could be used, if that can shorten the code)<br />In practice, the part stored in PC Items for codes that use overworld scripts don&#039;t go further than 40-50 bytes (in the case you would like to use 2-3 of them at once).<br /><br /><br />Would your code be shorter if instead of using the saveblock_base + pc_offset, the adress of the 1st PC Item was directly used ? (considering a certain DMA translation that has been determined prior to the execution)<br /><br />If the &quot;concatenation&quot; of your code and Thezzazz&#039;s code (calling the overworld script subroutine) takes less than 40 bytes, then it can be stored in Pyramid Bags, which would be extremely useful for practical use in Emerald.<br /><br /><br />[quote]<br />; fasmarm syntax<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br /><br />; not shown: payload prologue. <br />ldr r0,[saveblock1_base] |<br />ldrh r1,[pc_offset]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; | replaced (if possible) with the use of pcitem_adress<br />ldr r0,[r0]&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp;  |<br />adds r0,r0,r1<br />ldr r1,[bytecode_base]<br />movs r2,#0x100 (0xF0 is enough)<br />svc #0xb ; CpuSet<br />; now call script_run with r0=bytecode_base<br />; not sure if the bios call clobbers any registers.<br /><br />bytecode_base: dw 0x0200D084 ; you might want to increase this value if something gets screwed by this; however anything from 0x200D084-0x201C000 should be OK.<br />pcitem_adress : dw&nbsp; 0x(Adress of Pc Item #1) (considering a certain game and a certain DMA translation)<br />[/quote]<br />and <br />[quote]<br />Code (at $E0F14D0):<br />&nbsp; ; Setup to execute a subroutine<br />&nbsp; mov r0, r15<br />&nbsp; add r0, #0x9<br />&nbsp; mov r14, r0<br />&nbsp; ; Pointer to the script engine subroutine<br />&nbsp; ldr r1, =RunScriptOffset<br />&nbsp; ; The script engine subroutine takes the pointer to a script in R0<br />&nbsp; ldr r0, =bytecode_base (adress where the previous 0x100 words were copied)<br />&nbsp; ; Do some magic<br />&nbsp; bx r1<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This nop is necessary because 4 byte alignment for ldr<br />&nbsp; nop<br />RunScriptOffset:<br />&nbsp; ; Pointer to the script engine subroutine<br />&nbsp; dcd 0x08098EF9<br />[/quote]<br /><br />For FrLg, this whole code would still need to be written with PC Items. If this &quot;concatenated&quot; code isn&#039;t too long, it would not be a big hindrance because this code + an owerworld script would only tak up to 15-20 PC Items.<br /><br />Copying strigs of bytes on PokÃ©mon data ended up being harder than I thought because I forgot about friendship.<br />Basically : (EDIT : Ok, it may work well)<br />- If the PokÃ©mon becomes a Bad Egg, it can&#039;t be traded. (Hindrance because we want to trade this PokÃ©mon to FrLg or RS)<br />Thus, the checksum must stay valid, and the bit managing the &quot;Bad Egg state&quot; must not be at 1.<br />- There are only 7 double-words before the checksum (PID, TID, Nickname, Trainer name, markings,...) and the bit managing the &quot;Bad Egg state&quot; is in there.<br />Furthermore, changing the PID or TID is a sure way to get an invalid checksum.<br />- There are 12 double-words after the checksum (the 4 substructures)<br />Attacks substructure is a hindrance because of PPs (they are recalculated when the PokÃ©mon is deposited in PC)<br />Growth substructure is a hindrance because of friendship/egg cycles (they increase/decrease each 255 step cycle)<br />With a substructure order of : Misc - EVs - Attacks - Growth, we could store a string of 10 double-words (40 bytes) in the PokÃ©mon&#039;s data. <br /><br />Thankfully, a double-corrupted version of an in-game traded Horsea (PID of 0x4000007F) has this substructure order.<br />This will minimize the amount of data to change in order to store a string of 40 bytes and keep a PokÃ©mon with a valid checksum. (In this case, we would only need to change the checksum along with Misc, EVs, and Attacks substructures).<br /><br /><br />Well, 40 bytes is exactly the same size as Pyramid Bag size, so if the aftermentioned code holds in 40 bytes, this would work well for both FrLg and Emerald.<br />Also, 40 bytes would maybe be enough to store the code to call the overworld script function in RS ( it needs an extra loop to prevent crashing, but doesn&#039;t need a part to prevent DMA issues).


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
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icon: xx
body:
  The entire code, assuming this works, (and again I&#039;m using FireRed addresses/offsets), is 76 bytes long, ie, 19 items:<br />(I fixed a bug in it too, by the way.)<br /><br />[tt]<br />; fasmarm syntax<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br /><br />push {r0-r1, lr} ; save r0, r1, lr to stack<br />; is this our first time? if so, run the payload<br />lsrs r1,24<br />cmp r1,8<br />beq run_payload<br />; we&#039;re being called a second time, just remove the task<br />ldr r1, [move_anim_task_del]<br />bl _call_via_r1<br />pop {r0-r1, pc}<br />run_payload:<br />ldr r0,[saveblock1_base]<br />ldr r1,[pc_offset]<br />ldr r0,[r0]<br />adds r0,r0,r1<br />ldr r1,[bytecode_base]<br />movs r2,#0x100<br />svc #0xb ; CpuSet<br />ldr r0,[bytecode_base]<br />ldr r1,[script_run]<br />bl _call_via_r1<br />pop {r0-r1, pc}<br /><br />_call_via_r1:<br />bx r1<br /><br />saveblock1_base: dw 0x03005008 ; this is in US FireRed. it&#039;s 0x3005D8C in US Emerald. find this address for other versions yourself.<br />pc_offset: dw 0x298 ; this is for US FireRed and points to PC item #1. for US Emerald this offset is 0x24C. again, find the correct offset for other versions yourself, and add whatever constant you want for starting on PC item #x where x &gt; 1.<br />bytecode_base: dw 0x200D084 ; you might want to increase this value if something gets screwed by this; however anything from 0x200D084-0x201C000 should be OK.<br />move_anim_task_del: dw 0x8072761 ; US FireRed again<br />script_run: dw 0x8069AE5 ; US FireRed *again*<br />[/tt]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m using fasmarm: http://arm.flatassembler.net/<br />You can just run the fasmwarm.exe, type in some asm, hit compile from the run menu, and it&#039;ll save out the compiled code in raw .bin. Perfect for writing PIC payloads.<br /><br />And by the way, I screwed up in the previous post(s), using opcodes that won&#039;t work on GBA&#039;s ARM CPU. (I hate coding arm shellcode sometimes, especially when you&#039;re used to coding PIC for some later version of the instruction set)<br /><br />Here&#039;s a better version, that doesn&#039;t use such opcodes -- it&#039;s smaller too, at 62 bytes (16 items)!<br /><br />In fact, we shouldn&#039;t need to have to grab the DMA base address, as the payloads will actually only run at a specific DMA base address, right?<br />Best to do that anyway though, just in case.<br /><br />[tt]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br />; all addresses / offsets are for US FireRed.<br /><br />push {r0-r1, lr} ; save r0, r1, lr to stack<br />; is this our first time? if so, run the payload<br />lsrs r1,24<br />cmp r1,8<br />beq run_payload<br />; we&#039;re being called a second time, just remove the task<br />ldr r1, [move_anim_task_del]<br />bl _call_via_r1<br />pop {r0-r1, pc}<br /><br />move_anim_task_del: dw 0x8072761<br /><br />run_payload:<br />ldr r0,[saveblock1_base]<br />ldr r1,[pc_offset]<br />ldr r0,[r0]<br />adds r0,r0,r1<br />ldr r1,[bytecode_base]<br />movs r2,#0xff ; copy 0x1fe bytes<br />svc #0xb ; CpuSet<br />ldr r0,[bytecode_base]<br />ldr r1,[script_run]<br />bl _call_via_r1<br />pop {r0-r1, pc}<br /><br />saveblock1_base: dw 0x03005008 ; it&#039;s 0x3005D8C in US Emerald. find this address for other versions yourself.<br />pc_offset: dw 0x298 ; points to PC item #1. for US Emerald this offset is 0x24C. again, find the correct offset for other versions yourself, and add whatever constant you want for starting on PC item #x where x &gt; 1.<br />bytecode_base: dw 0x200D084 ; you might want to increase this value if something gets screwed by this; however anything from 0x200D084-0x201C000 should be OK.<br />script_run: dw 0x8069AE5<br /><br />_call_via_r1:<br />bx r1<br />[/tt]


subject: Re: ask and answer questions
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  A DS flash card. Supports microSD cards. I have one, and I have my 3DS homebrewed a bit so it can run the R4.<br /><br />Ever played as the opposing gender? If yes, then what did you feel the first time you did so?


subject: Re: Presidential Candidate
poster_name: Missing? NO!
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  He does come across like a bulldozer, but I think the system of Checks and Balances will be able to stop him from causing too much destruction while in office. Trump has already proven that he struggles to gain support among both political parties. I can&#039;t see either one, not even the Republicans, allowing him to push through the most destructive elements of his policy.<br /><br />Democrats and Republicans will either stop him and refuse to negotiate, preventing him from passing any of his plans, or simply reform their parties in order to stop him - from the actions and words of both parties during this cycle, neither wants to be affiliated with him.


subject: Re: PokÃ©mon Moon and Sun Discussion
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  [quote author=Charmy link=topic=7667.msg202606#msg202606 date=1476021925]<br />NO Elite Four (lel you will need to make one yourself lel).<br />[/quote]<br />Where&#039;d you hear that?


subject: Versions of AdvanceMap / AdvanceText for Win10?
poster_name: Missing? NO!
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  I can&#039;t seem to find versions of AdvanceMap or AdvanceText that work with Windows 10. The only versions of AdvanceMap/Text that I&#039;ve downloaded seem to only work with Windows 7.<br /><br />Is there a fix for this - some way that I can get these tools to work with Windows 10? Or will I have to download another program altogether?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
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body:
  [quote author=Charmy link=topic=6868.msg202611#msg202611 date=1476040664]<br />Ummm should I continue the GenderDex? Answer please.<br />[/quote]<br /><br />Given that I personally am interested in a list of invalid genders, then sure, do it.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
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body:
  http://forums.glitchcity.info/index.php?topic=7441.0<br /><br />Merge?<br /><br />Does anyone have a favorite SuMo PokÃ©mon so far? I like Drampa [s]and I&#039;m going to nickname it Chris Hansen[/s].<br /><br />[quote author=Charmy link=topic=7667.msg202606#msg202606 date=1476021925]<br />I heard that there will be no Gyms, no HM&#039;s, and NO Elite Four[/quote]<br /><br />I&#039;ve heard this too and that there&#039;s some kind of Champion anyway; I think it&#039;s something like they&#039;re the strongest Trainer in the region. I&#039;m interested in how this&#039;ll play out, but I&#039;m wary considering GameFreak have a mixed track record when it comes to trying new things.


subject: PokÃ©mon R\S\E\FR\LG GenderDex (W.I.P)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: lamp
body:
  This will take a while.<br />Please move somewhere else if appropriate.<br />EDIT:Attached the Totally Non ACE executing cheat code list. If you don&#039;t trust me, then here&#039;s the GameShark code for disabling DMA in Emerald:<br />B2809E31 3CEF5320<br />1C7B3231 B494738C<br />I couldn&#039;t find a functioning one for FRLG, RS doesn&#039;t use DMA.<br />The address is around 0x02024A5C in Emerald and around 0x02024590 in FRLG. The RS address is probably around 0x02024EAC.<br />To ensure you will get the same address, restart the game and enable the cheat right after you do so.<br />Template for Ruby\Sapphire\Emerald:<br /><br />Hex:<br />Normal:<br />Running:<br />Bike (Mach):<br />Acro Bike FEATURES:<br />Trainer Card:<br />Surf:<br />Dive:<br />Back sprite:<br />Map icon:<br /><br />Template for Fire Red\Leaf Green:<br /><br />Hex:<br />Normal:<br />Running:<br />Bike:<br />Trainer Card:<br />Surf:<br />Back sprite:<br />Map icon:<br /><br />Hexes 00 and 01 correspond to Brendan and May/Red and Leaf respectively.[center][b][u]Emerald<br />MEME ALERT!<br />[/u][/b][/center]Hex:02<br />Normal:Biking Brendan<br />Running:Bike-sliding Brendan<br />Bike (Mach):Normal Biking Brendan, for some reason.<br />Acro Bike FEATURES: ASS SLIDING!<br />Trainer Card:None.<br />Surf:Surf-Diving Brendan (animation is fishing Brendan)<br />Dive:Corrupt Mendel Palace guy + Flying Brendan spirites.<br />Back sprite:Red, for some reason.<br />Map icon:Brendan<br /><br />Hex:03-05<br />Normal:Biking May<br />Running:Bike-Sliding May<br />Bike (Mach):Bike May<br />Acro Bike FEATURES:ASS SLIDING 2.0!<br />Trainer Card:None.<br />Surf:Surf-Diving May<br />Dive:Some May Flying sprites + oooohh...<br />Back sprite: 03 -Leaf, 04 and 05 - Hangs.<br />Map icon:Brendan<br /><br />Hex:06<br />Normal:ButtSlider.exe<br />Running:Hopping Brendan<br />Bike (Mach):NOW HE&#039;S DIVING!<br />Acro Bike FEATURES:Corrupt Mendel Palace guy + Flying Brendan spirites.<br />Trainer Card:None.<br />Surf:Fish-Surfing Brendan<br />Dive:CanSpray-ing Brendan<br />Back sprite:Wally<br />Map icon:Brendan<br /><br />Hex:07<br />Normal:ButtSliding.exe: May Edition<br />Running:Hopping May<br />Bike (Mach):Diving May<br />Acro Bike FEATURES:Some May Flying sprites + oooohh...<br />Trainer Card:Magma Grunt<br />Surf:Fish-Surfing May<br />Dive:CanSpray-ing May<br />Back sprite:Steven<br />Map icon:Brendan<br />Notes:The game crashed after flying.<br /><br />Hex:08<br />Normal:Diving Brendan<br />Running:Diving Brendan<br />Bike (Mach):Same as 06.<br />Acro Bike FEATURES:Fishing Brendan<br />Trainer Card:Nothing.<br />Surf:Animation shows the R\S Brendan and hangs the game. Going back up from diving shows a can-spraying Brendan.<br />Dive:Jesus Red<br />Back sprite:Hangs.<br />Map icon:Brendan<br />Notes:After flying, shows the R\S Brendan again, and hangs with birds attacking you.<br /><br />Hex:09<br />Normal:Diving May<br />Running:Diving May<br />Bike (Mach):Same as 07.<br />Acro Bike FEATURES:Fishing May<br />Trainer Card:Expert Duo<br />Surf:Animation shows the R\S May and hangs the game. Going back up from diving shows a can-spraying May.<br />Dive:Leaf<br />Back sprite:Hangs<br />Map icon:Brendan<br /><br />Hex:0A<br />Normal:Acro from 06<br />Running:Uhhhhh BARS.PNG<br />Bike (Mach):Ummmm more bars and fishing Brendan&#039;s.<br />Acro Bike FEATURES:CanSpray-ing Brendan<br />Trainer Card:Some weird sprite going off screen.<br />Surf:Red<br />Dive:R\S Brendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br />Notes:Game might crash while running.<br /><br />Hex:0B<br />Normal:Uhhh 0A May Edition.<br />Running:Uhhh more bars, game crashes and sliding May&#039;s<br />Bike (Mach):Uhhh 0A May Edition.<br />Acro Bike FEATURES:Uhhh 0A May Edition.<br />Trainer Card:The return of the Magma Grunt<br />Surf:Leaf<br />Dive:R\S May<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:0C<br />Normal:Fishing Brendan<br />Running:Crashes...<br />Bike (Mach):Can-Spraying Brendan<br />Acro Bike FEATURES:Red<br />Trainer Card:Nothing<br />Surf:R\S Brendan<br />Dive:Brendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:0D<br />Normal:Fishing May<br />Running:Crashes...<br />Bike (Mach):Can-Spraying May<br />Acro Bike FEATURES:Leaf<br />Trainer Card:Steven<br />Surf:R\S May<br />Dive:Bike-Brendan, lets you bike normally if the screen is refreshed.<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:0E<br />Normal:Can-Spraying Brendan<br />Running:Can-Spraying Sliding Brendan<br />Bike (Mach):Red<br />Acro Bike FEATURES:R\S Brendan<br />Trainer Card:None.<br />Surf:Brendan<br />Dive:Bike-Brendan, lets you bike normally if the screen is refreshed.<br />Back sprite:Hangs.<br />Map icon:Brendan<br />Notes:Refreshing in the R\S Brendan state changes your pallette to something from PokÃ©mon Topaz.<br /><br />Hex:0F<br />Normal:Can-Spraying May<br />Running:Can-Spraying Sliding May<br />Bike (Mach):Leaf<br />Acro Bike FEATURES:R\S May<br />Trainer Card:The Magma Grunt Returns.<br />Surf:Biking Brendan<br />Dive:Surfing Brendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:10<br />Normal:Red<br />Running:Sliding Red<br />Bike (Mach):R\S Brendan<br />Acro Bike FEATURES:Brendan<br />Trainer Card:None<br />Surf:Glitchy Bike-Brendan, turns into arrows.<br />Dive:Glitchy Bike-Brendan, corrupts the &quot;fog&quot;, turns into arrows.<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:11<br />Normal:Leaf<br />Running:Sliding Leaf<br />Bike (Mach):R\S May<br />Acro Bike FEATURES:Glitchy Bike-Brendan, turns into arrows.<br />Trainer Card:[s]Unused trainer?[/s] nope, just Anabel I think...<br />[img]http://i.imgur.com/GotElHL.png[/img]<br />Surf:Normal Surfing Brendan<br />Dive:Mendel Palace guy (correct pallette for some reason)<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:12<br />Normal:R\S Brendan<br />Running:Sliding R\S Brendan<br />Bike (Mach):Brendan<br />Acro Bike FEATURES:Glitchy Bike-Brendan, turns into arrows.<br />Trainer Card:None<br />Surf:Glitchy Bike-Brendan, turns into arrows.<br />Dive:Surfing Brendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:13<br />Normal:R\S May<br />Running:Sliding R\S May<br />Bike (Mach):Glitchy Bike-Brendan, turns into arrows.<br />Acro Bike FEATURES:Surfing Brendan<br />Trainer Card:None<br />Surf:Mendel Palace guy (correct pallette for some reason)<br />Dive:A generic girl NPC<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:14<br />Normal:Brendan<br />Running:Brendan<br />Bike (Mach):Biking Brendan<br />Acro Bike FEATURES:Biking Brendan<br />Trainer Card:None<br />Surf:Surfing Brendan...<br />Dive:Diving Brendan...<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:15<br />Normal:Biking Brendan<br />Running:Bike-Sliding Brendan<br />Bike (Mach):AssSliding.gif<br />Acro Bike FEATURES:Mendel Palace guy (correct pallette for some reason)<br />Trainer Card:None.<br />Surf:A generic girl NPC<br />Dive:A Girl (blue shirt, brown hair)<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:16<br />Normal:Biking Brendan<br />Running:Bike-sliding Brendan<br />Bike (Mach):Normal Biking Brendan, for some reason.<br />Acro Bike FEATURES: ASS SLIDING!<br />Trainer Card:None.<br />Surf:Diving Brendan<br />Dive:May<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:17<br />Normal:Some Surf stuff (buttsliding3.gif) - Brendan Edition<br />Running:Jumping Brendan.<br />Bike (Mach):Mendel Palace guy (correct pallette, IDK why)<br />Acro Bike FEATURES:A generic girl NPC<br />Trainer Card:None.<br />Surf:A Girl (blue shirt, brown hair)<br />Dive:Biking Brendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:18<br />Normal:AcroBrendan<br />Running:Bike-Hopping Brendan<br />Bike (Mach):ButtSlide.gem<br />Acro Bike FEATURES:Diving Brendan<br />Trainer Card:None.<br />Surf:May<br />Dive:Biking May<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:19<br />Normal:Mendel Palace guy (correct pallette again)<br />Running:Sliding MP guy.<br />Bike (Mach):GenericGirl<br />Acro Bike FEATURES:A Girl (blue shirt, brown hair)<br />Trainer Card:None<br />Surf:BikeBrendan<br />Dive:SlideBrendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:1A<br />Normal:Some Surf stuff (buttsliding3.gif) - Brendan Edition<br />Running:Jumping Brendan.<br />Bike (Mach):Diving Brendan<br />Acro Bike FEATURES:May<br />Trainer Card:None.<br />Surf:BikeMay<br />Dive:BikeMay<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:1B<br />Normal:Generic Girl<br />Running:Sliding Generic Girl<br />Bike (Mach):A Girl (blue shirt, brown hair)<br />Acro Bike FEATURES:Glitchy Bike Brendan<br />Trainer Card:None<br />Surf:Glitchy Surfing Brendan<br />Dive:MP guy (correct)<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:1C<br />Normal:Diving Brendan<br />Running:Sliding Brendan<br />Bike (Mach):May<br />Acro Bike FEATURES:Biking May (Mach)<br />Trainer Card:None<br />Surf:Bike May<br />Dive:Sliding May<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:1D<br />Normal:A Girl (blue shirt, brown hair)<br />Running:A Girl (blue shirt, brown hair) - Sliding<br />Bike (Mach):Glitchy Bike Brendan<br />Acro Bike FEATURES:Glitchy Surfing Brendan<br />Trainer Card:None<br />Surf:MP guy<br />Dive:Generic Girl<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:1E<br />Normal:May<br />Running:Running May<br />Bike (Mach):Biking May<br />Acro Bike FEATURES:Biking May<br />Trainer Card:None<br />Surf:Surfing May<br />Dive:Diving May<br />Back sprite:Hangs.<br />Map icon:Brendan<br />Note:Overworld sprites are just copies of May&#039;s<br /><br />Hex:1F<br />Normal:Biking Brendan<br />Running:Slide Biking Brendan<br />Bike (Mach):ButtSliding Brendan<br />Acro Bike FEATURES:MP guy<br />Trainer Card:None<br />Surf:Generic NPC<br />Dive:A Girl (blue shirt, brown hair)<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:20<br />Normal:Biking May<br />Running:Bike Sliding May<br />Bike (Mach):Biking May<br />Acro Bike FEATURES:Surfing May<br />Trainer Card:None<br />Surf::Diving May<br />Dive:Lugia (lel)<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:21<br />Normal:Surfing Brendan<br />Running:Hopping Brendan<br />Bike (Mach):MP guy<br />Acro Bike FEATURES:Generic Girl<br />Trainer Card:None.<br />Surf:The Girl<br />Dive:Dolls with weird pallettes, (Red Totodile, Golden Jigglypuff, PikaRed, Shiny Cyndaquil...)<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:22<br />Normal:Biking May<br />Running:Hopping Sliding Biking May<br />Bike (Mach):Sliding May<br />Acro Bike FEATURES:Diving May<br />Trainer Card:None.<br />Surf:LUGIA (lel x2)<br />Dive:Generic Girl<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:23<br />Normal:MP guy<br />Running:Sliding MP guy<br />Bike (Mach):Generic Girl<br />Acro Bike FEATURES:Generic Girl 2<br />Trainer Card:None.<br />Surf:More mis-colored dolls!<br />Dive:Generic Girl<br />Back sprite:Ummmm, a bunch of black lines.<br />Map icon:Brendan<br /><br />Hex:24<br />Normal:Sliding May<br />Running:Hopping May<br />Bike (Mach):Diving May<br />Acro Bike FEATURES:Lugia<br />Trainer Card:None.<br />Surf:Generic Girl<br />Dive:Tuber<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:25<br />Normal:Generic Girl<br />Running:Sliding Generic Girl<br />Bike (Mach):Generic Girl 2<br />Acro Bike FEATURES:Mis-colored dolls again.<br />Trainer Card:None.<br />Surf:Generic Girl<br />Dive:Mis-colored dolls yet again!<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:26<br />Normal:Diving May<br />Running:Sliding Diving May<br />Bike (Mach):Lugia<br />Acro Bike FEATURES:Generic Girl<br />Trainer Card:Roxanne<br />Surf:Tuber<br />Dive:Generic Girl<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:27<br />Normal:Generic Girl 2<br />Running:Sliding Generic Girl 2<br />Bike (Mach):Mis-colored dolls, that&#039;s starting to get boring now.<br />Acro Bike FEATURES:Generic Girl<br />Trainer Card:Psychic, for some reason (I expected Brawly)<br />Surf:Dolls again<br />Dive:Generic Girl<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:28<br />Normal:Lugia<br />Running:Lugia<br />Bike (Mach):Generic Girl<br />Acro Bike FEATURES:Tuber<br />Trainer Card:Hiker.<br />Surf:Generic Girl<br />Dive:Decoration-moving Brendan + Mis-colored Archie<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:29<br />Normal:Dolls again<br />Running:SEIZURE DOLLS<br />Bike (Mach):Glitchy Generic Girl<br />Acro Bike FEATURES:Dolls<br />Trainer Card:PokÃ©mon Breeder (â™€).<br />Surf:Generic Girl<br />Dive:Dolls again<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:2A<br />Normal:Generic Girl<br />Running:Sliding Generic Girl.<br />Bike (Mach):TUBER SANIC<br />Acro Bike FEATURES:Generic Girl<br />Trainer Card:Cyclist<br />Surf:Decoration-moving Brendan\May (May is miscolored) and miscolored Archie<br />Dive:Generic Girl<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:2B<br />Normal:Generic Girl<br />Running:Sliding Generic Girl.<br />Bike (Mach):More dolls.<br />Acro Bike FEATURES:Generic Girl<br />Trainer Card:Mis-placed Hiker.<br />Surf:Dolls.<br />Dive:Generic Girl<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:2C<br />Normal:Tuber<br />Running:Sliding Tuber<br />Bike (Mach):Generic Girl<br />Acro Bike FEATURES:More Decoration-moving Brendan&#039;s\May&#039;s (May is miscolored) and miscolored Archie&#039;s.<br />Trainer Card:Cooltrainer â™‚ (A.k.a Ace Trainer â™‚)<br />Surf:Generic Girl<br />Dive:Cushions (Leaf Cushion and PokÃ© Ball Cushion) as well as glitchy dolls (probably the big ones).<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:2D<br />Normal:Dolls again.<br />Running:Dolls.<br />Bike (Mach):Generic Girl.<br />Acro Bike FEATURES:Dolls.<br />Trainer Card:Cyclist<br />Surf:Generic Girl.<br />Dive:Dolls.<br />Back sprite:Hangs.<br />Map icon:Brendan[center][b][u]Fire Red[/u][/b]<br />[/center]Hex:02<br />Normal:Biking Red<br />Running:Bike-Sliding Red<br />Bike:Sliding Red<br />Trainer Card:Leaf, for some reason.<br />Surf:A bunch of random Red\Leaf sprites<br />Back sprite:Brendan<br />Map icon:Red<br /><br />Hex:03<br />Normal:Biking Leaf<br />Running:Sliding Biking Leaf<br />Bike:Sliding Leaf<br />Trainer Card:Leaf, for some reason.<br />Surf:A bunch of corrupt Red sprites and random Leaf sprites.<br />Back sprite:May<br />Map icon:Red<br /><br />Hex:04<br />Normal:Sliding Red<br />Running:Sliding Red<br />Bike:Some overlapping sprites.<br />Trainer Card:None.<br />Surf:Vs. Seeker animation, a corrupt mess and fishing sprites.<br />Back sprite:The Guy (Teachy TV)<br />Map icon:Red<br /><br />Hex:05<br />Normal:Sliding Leaf<br />Running:Sliding Leaf<br />Bike:Some overlapping sprites<br />Trainer Card:None.<br />Surf:Vs. Seeker animation, a corrupt mess and fishing sprites.<br />Back sprite:Old Man<br />Map icon:Red<br /><br />Hex:06<br />Normal:Vs. Seeker/Fly Red<br />Running:Vs. Seeker/Fly Red<br />Bike:Fishing Red<br />Trainer Card:None.<br />Surf:Animation Freezes (R\S Brendan), Fly\Vs. Seeker Red\Leaf<br />Back sprite:Hangs.<br />Map icon:Red<br /><br />Hex:07<br />Normal:Vs. Seeker\Fly Leaf<br />Running:Vs. Seeker\Fly Leaf<br />Bike:Fishing Leaf<br />Trainer Card:None.<br />Surf:Animation Freezes (R\S May), lots of random Leaf sprites and a glitchy Red sprite.<br />Back sprite:Hangs.<br />Map icon:Red<br /><br />Hex:08<br />Normal:Fishing Red<br />Running:Crashes.<br />Bike:Lots of random overlapping Red\Leaf sprites.<br />Trainer Card:None.<br />Surf:R\S Brendan<br />Back sprite:Hangs.<br />Map icon:Red<br /><br />Hex:09<br />Normal:Fishing Leaf<br />Running:Sliding Fishing Leaf, (can crash)<br />Bike:Lots of random Leaf sprites.<br />Trainer Card:None.<br />Surf:R\S May<br />Back sprite:Hangs.<br />Map icon:Red<br /><br />Hex:0A<br />Normal:Lots of random overlapping Red sprites.<br />Running:Lots of random overlapping Red sprites.<br />Bike:R\S Brendan<br />Trainer Card:None.<br />Surf:Red<br />Back sprite:Hangs.<br />Map icon:Red<br /><br />Hex:0B<br />Normal:Lots of random Leaf sprites.<br />Running:Lots of random Leaf sprites.<br />Bike:R\S May<br />Trainer Card:None.<br />Surf:Biking Red<br />Back sprite:Hangs.<br />Map icon:Red[center][u][b]Ruby[/b][/u][/center]Hex:02<br />Normal:Biking Brendan<br />Running:Sliding Biking Brendan<br />Bike (Mach):Biking Brendan<br />Acro Bike FEATURES:Surfing Brendan (needs refresh)<br />Trainer Card:Lass, for some reason.<br />Surf:Diving Brendan<br />Dive:Random Brendan sprites + MP guy<br />Back sprite:Wally<br />Map icon:Brendan<br /><br />Hex:03<br />Normal:Biking May<br />Running:Sliding Biking May<br />Bike (Mach):Biking May<br />Acro Bike FEATURES:Surfing May (needs refresh)<br />Trainer Card:Youngster<br />Surf:Diving May<br />Dive:Random May sprites + TV vomit (glitched camera guy)<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:04<br />Normal:Biking Brendan<br />Running:Sliding Biking Brendan<br />Bike (Mach):Surfing Brendan (needs refresh)<br />Acro Bike FEATURES:Diving Brendan<br />Trainer Card:Hiker<br />Surf:Random Brendan sprites + MP guy<br />Dive:Fishing Brendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:05<br />Normal:Biking May<br />Running:Sliding Biking May<br />Bike (Mach):Surfing May (needs refresh)<br />Acro Bike FEATURES:Diving May<br />Trainer Card:Beauty<br />Surf:Random May sprites + TV vomit (glitched camera guy)<br />Dive:Fishing May<br />Back sprite:Hangs.<br />Map icon:Brendan<br />Notes:Flying makes May sprout water on the path, and floods the VRAM with bars.<br /><br />Hex:06<br />Normal:Surfing Brendan (needs refresh)<br />Running:Hopping Brendan<br />Bike (Mach):Diving Brendan<br />Acro Bike FEATURES:Random Brendan sprites + MP guy<br />Trainer Card:Fisher<br />Surf:Fishing Brendan<br />Dive:Can Spraying Brendan<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />Hex:07<br />Normal:Surfing May (needs refresh)<br />Running:Hopping May<br />Bike (Mach):Diving May<br />Acro Bike FEATURES:Random May sprites + TV vomit (glitched camera guy)<br />Trainer Card:Aroma Lady<br />Surf:Fishing May<br />Dive:Can Spraying May<br />Back sprite:Hangs.<br />Map icon:Brendan<br /><br />EDIT (23.10.16 10:18):Fixed broken formatting and added some info.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Merged.<br /><br />My favorite one so far has got to be Wishiwashi. Or Mudsdale. I&#039;m glad you can ride around on Mudsdale - definitely will be my preferred method of transportation.


subject: Re: Versions of AdvanceMap / AdvanceText for Win10?
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7672.msg202616#msg202616 date=1476041127]<br />What error do you get?<br />[/quote]<br />&quot;Component Comdlg32.ocx or one of its dependencies not currently registered: a file is missing or invalid&quot;.


subject: Re: PokÃ©mon Emerald GenderDex
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Oh yeah! Forgot about that! I will add the surf and dive sprites soon.<br />Maybe you would help me out and do a few later hexes?<br />I also forgot to mention, I will try to make a archive of this once I\[s]we[/s] finish it.<br />[center] :) <br />[/center]<br />Also, for hexes above 00, the game thinks you chose May (May&#039;s bag, pink trainer card\bag background...) or Leaf (Leaf&#039;s bag, red bag background, orange trainer card background...).


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  I also like the idea of dying chlotes. You can have a entirely black outfit, or a entirely red one. But what colors you will be able to get without dying?<br /><br />EDIT:As my brother already claims Moon, I will be getting Sun then.<br />And if that gorilla is Sun exlusive, please name it Harambe. THE MEME AIN&#039;T DEAD YET!


subject: Re: Missing information.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, I decided to wait at least until the release of Sun and Moon Special Demo, then I will attempt on applying to the[color=green] Member+ [/color][color=black]group.[/color]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Okay, so as RS need that loop in order to not crash when executing code, two PokÃ©mon will be needed to store code (probably one with the part before the payload + a jump 0x50 bytes further, and a second one with the payload)<br /><br />I made a mistake in my calculation of the longest string that can be stored in a PokÃ©mon data : its lenght is 32 bytes, not 40..<br />This could complicate things because even a your 62 bytes code may not fit in two PokÃ©mon with an additional jump (I don&#039;t know if that said jump would only add 2 bytes, or more because of 4-byte alignments or something else).<br /><br />Thank you for the program ! It helped me a lot when testing testing codes.<br />Since in EFrLg you don&#039;t need the new task induced by the code with move_anim_task_del(), I wanted to try a code without your loop to prevent the softlock in RS.<br />The kind of codes I tried were 28/32 bytes long like the one right below, (blending your code and thezzazz&#039;s one) but none of them worked.<br /><br />[tt]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br />; all addresses / offsets are for US FireRed.<br /><br /><br />push {r0-r1, lr}<br />ldr r0,[block_base]<br />nop<br />ldr r1,[bytecode_base]<br />movs r2,#0xff ; copy 0x1fe bytes<br />svc #0xb ; CpuSet<br />ldr r0,[bytecode_base]<br />ldr r1,[script_run]<br />bx r1<br />pop {r0-r1, pc}<br /><br />block_base: dw 0x020257F4 ;adress of PC Item #1 with a DMA translation of 22 double-words (for FrLg non Jap)<br />bytecode_base: dw 0x200D084 ; works well<br />script_run: dw 0x8069AE5<br />[/tt]<br /><br />Would there be a similar code of similar lenght (less or equal to 32 bytes) that could work on EFrLg due to the fact they don&#039;t softlock where RS does ?<br />Or would additional lines be required to make such tasks work ? (and make a code that is more than 32 bytes long)<br /><br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Wack0
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202631#msg202631 date=1476130925]<br />Okay, so as RS need that loop in order to not crash when executing code, two PokÃ©mon will be needed to store code (probably one with the part before the payload + a jump 0x50 bytes further, and a second one with the payload)<br /><br />I made a mistake in my calculation of the longest string that can be stored in a PokÃ©mon data : its lenght is 32 bytes, not 40..<br />This could complicate things because even a your 62 bytes code may not fit in two PokÃ©mon with an additional jump (I don&#039;t know if that said jump would only add 2 bytes, or more because of 4-byte alignments or something else).<br /><br />Thank you for the program ! It helped me a lot when testing testing codes.<br />Since in EFrLg you don&#039;t need the new task induced by the code with move_anim_task_del(), I wanted to try a code without your loop to prevent the softlock in RS.<br />The kind of codes I tried were 28/32 bytes long like the one right below, (blending your code and thezzazz&#039;s one) but none of them worked.<br /><br />[tt]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br />; all addresses / offsets are for US FireRed.<br /><br /><br />push {r0-r1, lr}<br />ldr r0,[block_base]<br />nop<br />ldr r1,[bytecode_base]<br />movs r2,#0xff ; copy 0x1fe bytes<br />svc #0xb ; CpuSet<br />ldr r0,[bytecode_base]<br />ldr r1,[script_run]<br />bx r1<br />pop {r0-r1, pc}<br /><br />block_base: dw 0x020257F4 ;adress of PC Item #1 with a DMA translation of 22 double-words (for FrLg non Jap)<br />bytecode_base: dw 0x200D084 ; works well<br />script_run: dw 0x8069AE5<br />[/tt]<br /><br />Would there be a similar code of similar lenght (less or equal to 32 bytes) that could work on EFrLg due to the fact they don&#039;t softlock where RS does ?<br />Or would additional lines be required to make such tasks work ? (and make a code that is more than 32 bytes long)<br />[/quote]<br /><br />You forgot the [tt]_call_via_r1[/tt] stuff, which is required. Without it, things would screw up upon return from [tt]script_run[/tt].<br /><br />[tt]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br />; all addresses / offsets are for US FireRed.<br /><br /><br />push {r0-r1, lr}<br />ldr r0,[block_base]<br />ldr r1,[bytecode_base]<br />movs r2,#0xff ; copy 0x1fe bytes<br />svc #0xb ; CpuSet<br />ldr r0,[bytecode_base]<br />ldr r1,[script_run]<br />bl _call_via_r1<br />pop {r0-r1, pc}<br /><br />_call_via_r1:<br />bx r1<br />nop<br /><br />block_base: dw 0x020257F4 ;adress of PC Item #1 with a DMA translation of 22 double-words (for FrLg non Jap)<br />bytecode_base: dw 0x200D084 ; works well<br />script_run: dw 0x8069AE5<br />[/tt]<br /><br />this is 36 bytes long; you could offset one of the constants in the code to make it read that specific constant from another PokÃ©mon, however.<br /><br />Also, you could have a bootstrap PokÃ©mon that just jumps to PC item 1, then have this code copy from PC item 10 onwards?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Aaahhh this Assembly code is so confusing to me!<br />Anyway, the invalid genders are interesting, a specific type of a girl NPC repeats later on the list.<br />I wonder which hexes you can get via Decamark names.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  Yes ! After a few more tweaks, I finally got a working code :<br /><br />[quote][tt]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br />; all addresses / offsets are for US FireRed.<br /><br /><br />ldr r0,[block_base]<br />nop<br />ldr r1,[bytecode_base]<br />movs r2,#0xff ; copy 0x1fe bytes<br />svc #0xb ; CpuSet<br />ldr r0,[bytecode_base]<br />ldr r1,[script_run]<br />bl _call_via_r1<br />pop {r4-r7, r15}<br /><br />_call_via_r1:<br />bx r1<br />nop<br /><br />block_base: dw 0x020257F4 ;adress of PC Item #1 with a DMA translation of 22 double-words (for FrLg non Jap)<br />bytecode_base: dw 0x200D084 ; works well<br />script_run: dw 0x8069AE5<br />[/tt][/quote]<br /><br />It is 36 bytes long, so with your idea of offsetting one of the constants, it would perfectly fit in a single PokÃ©mon.<br />Can 2 constants be offseted at 2 different locations ? (like one 40 bytes further and the second one 20 bytes further)<br /><br />As block_base and script_run are the only parts that change between Emer non Jap / Emer Jap / FrLg non Jap / FrLg Jap, storing these in two separate places on the data of another PokÃ©mon would be really convenient (easy to manipulate with a double corruption, and reduces the amount of PokÃ©mon required for ACE on different games).<br /><br />block_base would be stored on the 1st double-word of EVs substructure of in-game traded Seedot (substructure nÂ°1)<br />Then this Seedot would be double-corrupted, and script_run would be stored on the 1st double-word of the new EVs substructure of the corrupted PokÃ©mon (substructure nÂ°4).<br /><br />The main part of the code would be written on a double-corrupted Horsea, starting at its 1st double-word of its 1st substructure. The double-corrupted Seedot would be placed right after it.<br />Thus, block_base would be 0x50 bytes after the beginning of the code, and script_run would be 0x74 bytes after the beginning of the code. <br /><br /><br />The main part of the code would be made with Items stored in Pyramid Bags, then copied over corrupted Horsea&#039;s data with the follwing ACE :<br /><br />[quote][tt]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br /><br />ldr r0,[offs1]<br />ldr r1,[offs2]<br />movs r2,#0x11 ; copy 0x22 = 34 bytes (32 for code and 2 for checksum)<br />svc #0xb ; CpuSet <br /> pop {r4-r7, r15}<br /><br />; Origin adress at Pyramid Bag Item nÂ°1, with a DMA translation of 4<br />offs1:&nbsp; dw 0xXXXXXXXX<br />; Destination adress at checksum of PokÃ©mon in Box . Slot ., with a DMA translation of 4 <br />offs2: dw 0xYYYYYYYY <br />[/tt][/quote]<br /><br />This code is 20 bytes long (5 PC Items), and it also works well.<br />I maybe shouldn&#039;t say well : the code is repeatedly called at every frame until the battle ends/another move animation is called.<br />This means that the previous code has the same behaviour, so I&#039;ll try them on console to be sure that the console handles them with no issues.<br /><br /><br />[i][b]--------[/b][/i]<br /><br />Edit :<br /><br />[quote author=Charmy link=topic=6868.msg202633#msg202633 date=1476135483]<br />Aaahhh this Assembly code is so confusing to me!<br />Anyway, the invalid genders are interesting, a specific type of a girl NPC repeats later on the list.<br />I wonder which hexes you can get via Decamark names.<br />[/quote]<br /><br />Mhhh, if you want to use Glitch PokÃ©mon to change the trainer sprite and enjoy it, you would have a good part of the 256 values, but probably something like a half or so.<br />- The byte where gender is stored is affected by DMA, so one Glitch PokÃ©mon will give you different genders depending on the DMA (so you may have to reset for some time in order to obtain some of them).<br /><br />- The gender byte is after Party PokÃ©mon, so overwriting your gender also overwrited your whole party.<br />Thus, you can only change your gender once. If you want to change it again, you would need to have an empty party slot and to walk to Day Care in order to withdraw another Glitch PokÃ© to overwrite your gender, or a Glitch PokÃ© that shortens your trainer name (to get back the use of PC).<br /><br />- The species name of the Glitch PokÃ©mon can&#039;t be too long.<br />Else, the coordinates of the &quot;camera&quot; (I&#039;m not exactly sure if this is the coordinates of the camera or something close to it) get overwritten (oftenly to 0000 0000) and you get stuck in the building because the borders of the camera make you unable to reach the exit door, or unable to move at all.<br />- If the name is even longer than that, the game can freeze as soon as you take a step, or when you open and close your PokÃ©dex/party/bag/...<br /><br />But, with a previous setup that requires another Glitch PokÃ©mon, it is possible to be in Slateport&#039;s fan club with Safari Mode.<br />Thus, after talking to the journalist and corrupting your gender, you can use the &quot;Quit&quot; option to be teleported to Safari Zone entrance.<br />You can still reach day care by foot, but exiting Safari Zone stores your Trainer Name in an adress a bit above Day Care PokÃ©mon. Thus, if the species name of the Glitch PokÃ© is too long, the Trainer name gets quite long and it will overwrite Day Care PokÃ©mon. (You can still enjoy your glitched gender, but you can&#039;t get back a regular team).<br /><br />Also, with a long trainer name, every message with your Trainer name takes 1 to 15 minutes to end, which ends up really annoying with DexNav calls.<br /><br />- Lastly, if the species name of your Glitch PokÃ©mon is even longer, it will overwrite Bag Items and story flags, which will render you unable to do anything except walking (you can also lose the trainer shoes, your PokÃ©dex, your Party, and a whole lot of things).<br />This can also overwrite the bit managing Safari Mode and set it to 0, making you unable to leave the house again.<br /><br /><br />I don&#039;t exactly remember what the upper bound for a Glitch PokÃ©mon lenght would be if you want to corrupt your trainer name/gender/.. while being able to restaure some things, but in the end not that many PokÃ©mon have a name with such a lenght (especially if you add the condition that the overwritten party must have one empty slot).<br />With the requirement of an empty party slot, the amount of such Glitch PokÃ© would count in dozens.<br />Without this requirement, the amount of such Glitch PokÃ© would coun in hundreds (around 200 at most).<br /><br />I&#039;ll come back with more accurate data if you are interested in pulling that off in console.<br />You can obtain every gender with ACE now that we have codes that work and a way to write/store them, but overwriting values with a Glitch PokÃ©mon species name is still a good option because it is easy to perform. (some EVs and only one double corruption)<br /><br /><br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202634#msg202634 date=1476137666]<br />Can 2 constants be offseted at 2 different locations ? (like one 40 bytes further and the second one 20 bytes further)<br />[/quote]<br /><br />Yes, that&#039;s possible:<br /><br />[tt]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br />; all addresses / offsets are for US FireRed.<br /><br /><br />ldr r0,[block_base + 40]<br />ldr r1,[bytecode_base]<br />movs r2,#0xff ; copy 0x1fe bytes<br />svc #0xb ; CpuSet<br />ldr r0,[bytecode_base]<br />ldr r1,[script_run + 20]<br />bl _call_via_r1<br />pop {r4-r7, r15}<br /><br />_call_via_r1:<br />bx r1<br /><br />bytecode_base: dw 0x200D084 ; works well<br />block_base: dw 0x020257F4 ;adress of PC Item #1 with a DMA translation of 22 double-words (for FrLg non Jap)<br />script_run: dw 0x8069AE5<br />[/tt]<br /><br />it&#039;ll output 32 bytes, just offset the last 2 int32s correctly... or just ignore offsetting them, fix the ldrs and just store the entire thing in one PokÃ©mon, given that the extra 4 bytes have been saved now :)


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: VaeporSage
icon: xx
body:
  Haha, I have no idea what&#039;s going on, but it sure looks like it&#039;s coming on great anyway. You guys make one heck of a team!&nbsp; :P<br /><br />God bless, keep up the good work!&nbsp; :)


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Related to the invalid genders, I see some sort of a pattern, lots of effects repeat or are the May/Leaf variant of these.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Dudeopi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi, I&#039;m new here. I&#039;ve been trying to learn 8F asm programming and I mostly want something in yellow that gives me max ivs and evs and is easy to set up. So I was wondering if there was a way to use pc PokÃ©mon as the program and then have it apply to the last PokÃ©mon in the pc. That way I could deposit a PokÃ©mon, use w sm, then withdraw the PokÃ©mon. All I&#039;ve used so far to learn is this website ( http://wahackforo.com/t-25791/gb-gbc-asm-lenguaje-ensamblador-en-gb-gbc ) that explains programming, but it&#039;s in Spanish so I&#039;m not sure I&#039;m getting some of the more complex things. Could someone explain like ld and jr and also if someone had a set up for the thing above that&#039;d be great. Thanks. 


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202581#msg202581 date=1475856945]<br />[quote author=Torchickens link=topic=6868.msg202514#msg202514 date=1475172244]<br />I&#039;m just going to leave a note for others that these require Anti-DMA (B2809E31 3CEF5320, 1C7B3231 B494738C).<br /><br />Metarkrai, can you teach us the steps to convert a .PKM file into an Action Replay code for box 1 slot 1 (otherwise a code compatible for the Xploder Advance SP) please, as I bought one recently and would like to use it for fast cartridge glitching. Thanks!<br />[/quote]<br /><br />Oh yeah, I forgot to say that it required Anti-DMA to work well.<br /><br />Well, to obtain such codes, I look at the PokÃ©mon&#039;s data in the Memory Viewer, then write a code for it in&nbsp; Code Breaker / uncrypted ARv3&nbsp; format, then I convert it in ARv3 with AR Crypt.<br /><br />I know that some save editors can give you an AR code from a PokÃ©mon, but the editors I have (RS savegame editor and Ciros Pokemon Maker) do not preserve the PID of PokÃ©mon, which completely changes the crypted data and substructure order, so I am not using that.<br /><br />With uncrypted ARv3, you need to write lines : 04aaaaaa bbbbbbbb in order to force the double-word 0xbbbbbbbb at adress 0x0a0aaaaa.<br />I usually take an already existing code, decrypt it with AR Crypt, then change the values to force. This saves some time as I don&#039;t have to write the adresses.<br /><br />If there is no feature to let you create a code for a PokÃ©mon at a certain PC slot from a .pkm file, you would need to inject the .pkm file in your save and use the Memory Viewer to check the PokÃ©mon&#039;s data (unless the .pkm file only consists of the raw PokÃ©mon data).<br /><br />With my AR, it takes like 15 minutes to write such a code and it is always quite risky (hit B and you need to type everything again, touch the AR and it freezes), so I usually inject a new save file in my cartridge with it. (I don&#039;t know if Xploder can do it)<br /><br />(...)<br />[/quote]<br /><br />Thank you very much Metarkrai! :) I gathered to try the RAW data solution where you make a Codebreaker code for the individual bytes and I converted them for my Xploder SP using a program called CBAcrypt (in which you enter the first line as the game&#039;s master code and the codes below it and click Encrypt). The only trouble was that I couldn&#039;t get Anti-DMA to work for an Xploder SP (which uses 12 digit codes), although after many soft/hard resets I was able to easily create the 0x288A PokÃ©mon and one of the Caterpie perfect initiators. <br /><br />I plan on making videos for Pomeg basics including PokÃ©mon creation (re-done using a corruption initiator), item creation, move creation, getting obedient Mew/Deoxys and accessing Birth Island/Faraway Island on a Spanish Emerald cartridge. I&#039;d really like to make these with some annotations (similar to your style) that explains what is going on.<br /><br />On a slightly unrelated note I noticed that Pal Park didn&#039;t label the Caterpie perfect initiator holding a glitch item as invalid. I didn&#039;t choose to migrate it, but it makes me wonder whether transferring 0x1C7 (Azure Flute) is in fact possible and if that would work for obtaining Arceus in Diamond/Pearl?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Here is a shortened summary of the current progress on Gen 3 ACE.<br /><br />For that, you need :<br />- A PokÃ©mon who knows an ACE Glitch Move (a move with an animation pointer that points to PC PokÃ©mon data, and that can be safely used in battle)<br /><br />- A Bootstrap PokÃ©mon : A PokÃ©mon who has 8 consecutive bytes of data manipulated (made from Horsea with 2 double corruptions, EVs, Pokeblocks, and Glitch Items) in order to store the bootstrap of the code.<br />The bootstrap indicates the game to read the code in thumb (for shorter expressions) and where it must read it.<br />There would be 2 Bootstrap PokÃ©mon per category : RS / E / FrLg and Jap / Non Jap (One for basic codes that points to PC Items, and one for the usage of overworld scripts that points to the data of another PC PokÃ©mon).<br /><br />- A &quot;basic&quot; code (write a value at a certain adress, copy/paste a value,...) written with PC Items (Identifiant and quantities).<br />Any Item Identifiant can be obtained with Double Corruption from PokÃ©mon with a specific Corruption type.<br />To corrupt the quantity of an Item, a structure of items must be placed in PC.<br /><br /> For Emerald, you use these Items to create a PokÃ©mon with a valid checksum. You use a Glitch PokÃ©mon species name to overwrite the value &quot;Party Slot of the currently fighting PokÃ©mon&quot;, then send the PokÃ©mon you created to the battle thanks to that high party slot (1/32 chance). By letting the PokÃ©mon HP fall from 0x0001 to 0x0000, you change the quantity of a PC Item. You then use an underflow to get 0xFFFF exemplaries.<br /> For FrLg, you use Items to build a structure. Then, you perform Pomeg Glitch and corrupt PC Items quantities. With a 1/32 chance, the PC Item you want will have its quantity duplicated and the already duplicated Items won&#039;t be corrupted.<br />The Item&#039;s quantity goes from 0x0001 to 0x4001. You then toss one exemplary and perform a second Pomeg Glitch to make this go from 0x4000 to 0x0000. By tossing another exemplary, you get 0xFFFF exemplaries.<br /> For RS, Pomeg Glitch Data Corruption can&#039;t be performed. You need to use an ACE to change the quantity of an Item to 0x0000, then make it underflow to 0xFFFF. [Not clearly made yet]<br /><br />By placing, duplicating and tossing Glitch Items after Glitch Items, a code is built.<br />This code will be executed with ACE Glitch Move + Bootstrap PokÃ©mon (towards PC Items)<br /><br />-A code/string of bytes stored in Lv50 and Open Lv Pyramid Bags.<br />By using a Glitch PokÃ©mon species name at Slateport to empty your 1st party slot, you can perform Pomeg Glitch anywhere from your party.<br />By going to Safari Zone, you can use Pomeg Glitch to despawn the entrance guard, and exit Safari Zone with Safari Mode.<br />By walking to Battle Pyramid, you can enter it with Safari Mode.<br />By using Safari Mode, you can take items from your Bag, and give them to party PokÃ©mon. (Here, you get stuck in a loop and must use Sweet Scent to get out because the game wants to draw the item from Pyramid Bag)<br />By opening the party and withdrawing these Items, they go into your Pyramid Bag.<br /><br />The identifiant of Items in Pyramid Bags are all next to each other, so you can write a code/string of bytes without having to manipulate the quantities.<br />This is a faster way to write a short code (40 bytes max) than with PC Items, but it is not easily modifiable (you would need to wipe all the Items in Lv 50/Open Lv bag and store new ones).<br /><br />This also provides an auxiliary storage for manipulated bytes (you store them in Pyramid Bags, and execute a code stored in PC Items that uses the data in Pyramid Bags).<br /><br />- Two PokÃ©mons whose data has been modified to store the code to call the overworld script subroutine.<br />The first PokÃ©mon would be a double-corrupted Horsea.<br />The code would be written with Pyramid Bag Items (with an additional Item to change the checksum), and it would be copy/pasted onto the PokÃ©mon&#039;s data by using ACE with PC Items.<br />The longest code we can store this way has a lenght of 32 bytes, and the shortest functional code (on emulator, console test awaited) we currently have is 32 bytes long. This is because checksum, PPs and Happiness can&#039;t be used to store the code (PPs depend on the moves, checksum depends on PPs, and happiness can increase when going to the trade center).<br /><br />The second PokÃ©mon would be a Seedot.<br />By modifying its EVs, double-corrupting it, and modifying the EVs of the double-corrupted version, we would store the end of the code (which consists of two adresses that depend on the version RS / E / FrLg and Jap / Non Jap ).<br /><br />Thus, the first PokÃ©mon would be common to all games, whereas the second one would vary like the Bootstrap PokÃ©mon and like the ACE Glitch Move.<br /><br />- Some in-game traded PokÃ©mon / Smeargles to make a DMA translation check.<br />With an ACE Glitch Move, a Bootstrap PokÃ©mon, PokÃ©mon storing the call to the overworld script subroutine, and with a code stored in PC Items, this code can only be executed if all the values are at the right adresses.<br />In E/FrLg, there is a DMA (Dynamic Memory Allocation) that moves the adresses of some blocks of RAM values (Wack0 gave an exhaustive detail of its way to do it).<br />The ACE can only work if the DMA moved the values to the right adresses. (1/32 chance)<br />Thus, during the battle and before using the ACE Glitch Move, we need to check if the translation of the values caused by the DMA is the one we want or not.<br />This check is performed by placing certain PokÃ©mon in Box 2 and by performing a Pomeg Glitch. If the DMA translation is the one we want, there will be specific graphical effects when performing Pomeg Glitch Data Corruption. (by checking if the first party slot is highlighted in red or not at every Up push).<br /><br />Each version (E / FrLg and Jap/non Jap) needs a different DMA translation, and they all have a different DMA translation check.<br />But it requires a minimal amount of PokÃ©mon and is easy to perform (on the 13 first Up pushes, check the first party slot and compate what you see to what you need to see).<br /><br /><br />By having the last part of a code (either a &quot;basic&quot; code or overworld scripts) stored in PC Items, we can easily modify them and execute a different code, because all the constant parts are stored in PokÃ©mon data.<br />This is very useful for overworld scripts because the script part is quite short and easy to store in PC.<br /><br /><br />With some ACE, we could store an entire code in a part of the RAM that is unaffected by the DMA and that is also kept when saving. (I know that party pokÃ©mon data is unaffected by DMA and saved, but I don&#039;t know if there is another area that also verifies this)<br />Then, if we could use an ACE to corrupt an element that would trigger an ACE (I don&#039;t really know how. The best lead was the script adress of NPCs, but it is refreshed when the save file is loaded.), we could be able to perform other ACE without having to do a DMA translation check.<br />This is quite hypothetical, though.<br /><br /><br />As for codes, the current list is approximately this : http://pastebin.com/Db8nEkTm<br />The codes in themselves will be rewritten with the new method to call the overworld script subroutine. (there was also a mistake about DMA translation check on Emer non Jap, so that needs to be fixed too).<br /> Other codes will/could be added, if you have ideas or if you know how to have a working code for a certain task. (for certain actions like teaching any move to a PokÃ©mon, call a swarm, bring the Master Blender,changing Trainer name,... I wasn&#039;t able to figure out what script commands would work)<br /> Some new glitched things (Glitch Items in Tm/Hm pouch) or unused scripts/assets could be explored too.<br /><br />The methods for :<br />Obtaining a Bootstrap PokÃ©mon : http://pastebin.com/2aEzxFU4<br />Obtaining any Glitch Item : http://pastebin.com/qQ91bzuM<br />Setting PC Items in Emerald : http://pastebin.com/Ke3wUsZX<br />Setting Pyramid Bag Items in Emerald : http://pastebin.com/tQSDqkdU<br />Setting PC Items in FrLg : http://pastebin.com/yHBhvbLh<br />DMA translation check : http://pastebin.com/U5ajVMp8<br /><br />will not notably change (except changes in the EVs/values required at some steps), and the method to create the two PokÃ©mon that store the call to overworld script subroutine will need to be added.<br /><br />The new short code that calls the overworld script subroutine hasn&#039;t been tested in RS yet, so the method for ACE for RS is still quite blurry. Codes will need to be stored on PokÃ©mon in order to change the quantity of PC Items, and in order to call the overworld script subroutine, but we don&#039;t know exactly how many PokÃ©mon would be needed to that.<br /><br /><br />And I think that&#039;s it for the current situation. The main current task is about checking if the new codes work as intented on console, until we have ones that work flawlessly.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg202639#msg202639 date=1476206791]<br /><br />Thank you very much Metarkrai! :) I gathered to try the RAW data solution where you make a Codebreaker code for the individual bytes and I converted them for my Xploder SP using a program called CBAcrypt (in which you enter the first line as the game&#039;s master code and the codes below it and click Encrypt). The only trouble was that I couldn&#039;t get Anti-DMA to work for an Xploder SP (which uses 12 digit codes), although after many soft/hard resets I was able to easily create the 0x288A PokÃ©mon and one of the Caterpie perfect initiators. <br /><br />I plan on making videos for Pomeg basics including PokÃ©mon creation (re-done using a corruption initiator), item creation, move creation, getting obedient Mew/Deoxys and accessing Birth Island/Faraway Island on a Spanish Emerald cartridge. I&#039;d really like to make these with some annotations (similar to your style) that explains what is going on.<br /><br />On a slightly unrelated note I noticed that Pal Park didn&#039;t label the Caterpie perfect initiator holding a glitch item as invalid. I didn&#039;t choose to migrate it, but it makes me wonder whether transferring 0x1C7 (Azure Flute) is in fact possible and if that would work for obtaining Arceus in Diamond/Pearl?<br />[/quote]<br /><br />Argh, I didn&#039;t know that XPloder SP uses Code Breaker.<br />Unfortunately, Code Breaker doesn&#039;t have a command to temporary patch the ROM, which is the command used in the Anti-DMA code (the DMA subroutine is shut down with two temporary ROM patches).<br />The DMA depends on a RNG value (that you can force) and on your ID,SID. Thus, even if you force the RNG value, the resulting DMA translation will depend on your ID and SID which makes things more annoying.<br /><br />However, I have a strategy to bypass this : Force the RNG value to a certain value and check the DMA translation you obtain.<br />Then, change the adresses used in every code by using that DMA translation (it tells you how many double-words you need to add to the adresses) (except for adresses that are not affected by DMA).<br /><br />This way, and with some patience, you can rewrite the code that makes a corruption initiator appear in a PC box and have it to work.<br />Or (if you don&#039;t have the in-game traded Horsea anymore), you can use a code to set the flag of the trade to 0 and reobtain this PokÃ©mon.<br />Then, you can use a code to corrupt the PID of a Horsea clone, as well as a clone to corrupt its TID.<br />This way, you can easily perform a double corruption on an in-game traded PokÃ©mon to prepare them for a video/tests without having to create the double-corrupted PokÃ©mon or to do the whole double corruption. (You still need to do EV training and change moves though).<br />Tell me what you currently have, what kind of codes you&#039;d like, and I&#039;ll note them for you.<br /><br />Also, are you forced to crypt Code Breaker codes with a Master Code ? Do they work without it ? I only have an Action Replay, so I wondered if uncrypted Code Breaker codes could be used with your cheating tool.<br /><br /><br />Regarding Pal Park, the item identifiants in Gen 3 and 4 are quite different. Thus, the game manages things with a conversion table.<br />However, certain Glitch Items are forbidden to the import, some are not recognized, and a few of them are able to be imported (treaded as non-glitch items).<br />I was able to transfer a Glitch Item once, but at the end of the Pal Park show I told the guy to place the hold Items in my Bag and directly saved after that. Thus, I couldn&#039;t determine the Item that originated from my Glitch Item.<br /><br />I don&#039;t exactly remember the things I tried (if I find my ds lite again, I&#039;ll try to set up many Pal Parks), so I don&#039;t really know the extent of the possibilities of Glitch Item transfer.<br />I was also curious about transferring Glitch Items to Colosseum/XD in order to get some Rare Items inherent to these versions (if one of them could be useful in a certain way).<br /><br />Glitch Moves can all go through Pal Park, but no Glitch PokÃ©mon can (theoretically, based on what I tried).<br /><br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  [quote author=Dudeopi link=topic=6638.msg202638#msg202638 date=1476206184]<br />Hi, I&#039;m new here. I&#039;ve been trying to learn 8F asm programming and I mostly want something in yellow that gives me max ivs and evs and is easy to set up. So I was wondering if there was a way to use pc PokÃ©mon as the program and then have it apply to the last PokÃ©mon in the pc. That way I could deposit a PokÃ©mon, use w sm, then withdraw the PokÃ©mon. All I&#039;ve used so far to learn is this website ( http://wahackforo.com/t-25791/gb-gbc-asm-lenguaje-ensamblador-en-gb-gbc ) that explains programming, but it&#039;s in Spanish so I&#039;m not sure I&#039;m getting some of the more complex things. Could someone explain like ld and jr and also if someone had a set up for the thing above that&#039;d be great. Thanks.<br />[/quote]<br /><br />Hi Dudeopi. The best way to approach this may be to use the FillMemory routine at 36E0 in Red/Blue or the address 166E in Yellow to fill the structures (which are 12 bytes long and follow on from each other) with FF.<br /><br />The FillMemory routine fills &#039;bc&#039; bytes of &#039;a&#039; to destination &#039;hl&#039;.<br /><br />If you are using a bootstrap set up where the last PokÃ©mon is any PokÃ©mon at storage box slot 10 (i.e. [url=http://forums.glitchcity.info/index.php?topic=6638.msg194861#msg194861]this[/url]), this means that you would have to use the address at hl as DBCF, which is DBD0 minus 1 (since many Yellow addresses are -1) or the beginning of the EV and IV structure. (HP EV, Attack EV.... Speed/Special IV)<br /><br />[code]<br />ld a, FF [maximum value]<br />ld bc, 000C [copy hex:C i.e. 12 bytes]<br />ld hl, DBCF [destination]<br />inc d [useless; but used to represent the item as a Potion to avoid representing a CascadeBadge for the 16 later in the code]<br />call 166E [run the FillMemory routine]<br />ret [end of code]<br /><br />3e ff 01 0c 00 21 cf db 14 cd 6e 16 c9<br />[/code]<br /><br />[u]As items, the code you would need for English Yellow would be:[/u]<br />Lemonade x255<br />Master Ball x12<br />Item hex:00 (#x##) x33<br />TM07 x219 [can be replaced with another non-PokÃ©mon 10 attribute destination for future uses]<br />Potion x205<br />Lg- (item 6E) x22<br />TM01 x(any)<br /><br />These should be placed where the item code begins, such as at item 3 for the above linked bootstrap code.<br /><br />The locations of routines such as FillMemory can differ between different versions, languages and non-ROM addresses like DBCF may be the value +5; DBD4 in non-English European Yellow.<br /><br />[u]If you want to do this without calling an internal function, then you may use this alternative code:[/u]<br /><br />[code]ld a,FF<br />ld h, DB<br />ld l, CF<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ld (hli),a<br />ret<br /><br />3e ff 26 db 2e cf 22 22 22 22 22 22 22 22 22 22 22 22 c9[/code]<br /><br />Lemonade x255<br />Carbos x219<br />X Accuracy x207<br />Water Stone x34<br />Water Stone x34<br />Water Stone x34<br />Water Stone x34<br />Water Stone x34<br />Water Stone x34<br />TM01 x(any)<br /><br />Many items at quantities x0 can be obtained with the [url=http://glitchcity.info/wiki/Celadon_looping_map_trick]Celadon looping map trick[/url]. You can toss from this stack (which is effectively x256) to obtain most items at any quantity.<br /><br />If you would like a code for another version or language and/or not for stored PokÃ©mon 10 let me know and I&#039;ll post one! :)<br /><br />[quote author=Dudeopi link=topic=6638.msg202638#msg202638 date=1476206184]<br />Could someone explain like ld and jr and also if someone had a set up for the thing above that&#039;d be great. Thanks.<br />[/quote]<br /><br />Arbitrary code execution uses places to store data similar to [url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Stored_Pok.C3.A9mon]memory addresses[/url] called registers. Registers include &#039;a&#039;, &#039;b&#039;, &#039;c&#039;, &#039;d&#039;, &#039;e&#039;, &#039;hl&#039; and &#039;sp&#039;. When we want to write data to an address, we may first place the value in the register and later to the memory address of your choice.<br /><br />In ld (xxyy),(r) the register is placed into address xxyy. Similarly in ld (r), [xxyy]; the value from the memory address is stored into the register.<br /><br />If we wanted to obtain a Mew we could write its value ([url=http://glitchcity.info/biglist.htm]hex:15[/url]) into D058; the stationary encounter address. To do this, you can do:<br /><br />[quote]ld a, 15 ; a=hex:15<br />ld (d058),a ; put a into d058<br />ret ; end of code, needed so the game doesn&#039;t execute anything below it[/quote]<br /><br />What jr $xx does is cause the code to make a relative jump. To illustrate this, let&#039;s say we put a jr $xx at D321; which marks item 3, the first item for a bootstrap code that redirects the code flow from stored PokÃ©mon to items.<br /><br />A jr $05 here would make the game jump five extra bytes after the end of the instruction (i.e. D323 because jr $xx takes one opcode and one operand)+5; which equals D328.<br /><br />Relative jump values which are $80 or above are considered as jumping backwards rather than forward beginning with the smaller minus values at $FF. For example, jr $FF would be jumping back by 1 to D322 and jr $80 would be jumping back by 128 to D2A3.<br /><br />Hope this cleared up any details about writing code! :)<br /><br />Further instructions are explained on [url=http://marc.rawer.de/Gameboy/Docs/GBCPU_Instr.html]this page[/url], and to look up the opcode for an instruction (needed for representing code as items) we have a reference table [url=http://glitchcity.info/wiki/The_Big_HEX_List]here[/url].


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Torchickens
icon: xx
body:
  Yes, I think on emulators using a Master Code is not required but on my Xploder SP the cheating device won&#039;t let you proceed when you try to use a code without a Master Code.<br /><br />In case this helps, my player ID on cartridge is 36241 but I don&#039;t currently know my SID. The Master Code I use is 9266FA6C97BD 905B5ED35F81 B76A68E5FAB1.<br /><br />It&#039;s OK thanks re: making the double corruption easier as I&#039;m willing to go through many attempts until it works. :) I have Dots, Seasor and I&#039;m able to get Pluses the Plusle.<br /><br />These are the non-encrypted codes I used:<br /><br />[code]Quick clone PokÃ©mon 0x288A:<br /><br />8202980C 0000<br />8202980E 0000<br />82029810 0000<br />82029812 0000<br />82029814 ECA1<br />82029816 A9A3<br />82029818 BBA9<br />8202981A FFFF<br />8202981C FFFF<br />8202981E 0202<br />82029820 DDBD<br />82029822 D9E0<br />82029824 B3E3<br />82029826 00FF<br />82029828 288A<br />8202982A 0000<br />8202982C 288A<br />8202982E 0000<br />82029830 0000<br />82029832 0000<br />82029834 0000<br />82029836 0000<br />82029838 0000<br />8202983A 0000<br />8202983C 0000<br />8202983E 0000<br />82029840 0000<br />82029842 0000<br />82029844 0000<br />82029846 0000<br />82029848 0000<br />8202984A 0000<br />8202984C 0000 <br />8202984E 0000<br />82029850 0000<br />82029852 0000<br />82029854 0000<br />82029856 0000<br />82029858 0000<br />8202985A 0000<br /><br /><br />Caterpie PI 1<br /><br />8202985C 007F<br />8202985E 4000<br />82029860 B4CD<br />82029862 4000<br />82029864 D3C2<br />82029866 D3CA<br />82029868 00FF<br />8202986A 0000<br />8202986C 0000<br />8202986E 0203<br />82029870 CFC6<br />82029872 C9BE<br />82029874 C3D0<br />82029876 00BD<br />82029878 E82E<br />8202987A 0000<br />8202987C B4CD<br />8202987E 00B6<br />82029880 B48B<br />82029882 0000<br />82029884 34BD<br />82029886 BF0F<br />82029888 B4B2<br />8202988A 1400<br />8202988C B4A6<br />8202988E 0000<br />82029890 E8B2<br />82029892 0000<br />82029894 4AB2<br />82029896 2185<br />82029898 A437<br />8202989A 0852<br />8202989C B4B2<br />8202989E 0100<br />820298A0 B4B8<br />820298A2 0D00<br />820298A4 B4B2<br />820298A6 0505<br />820298A8 56B7<br />820298AA 0A1E<br /><br />Caterpie PI 2<br /><br />820298AC 007F<br />820298AE 4000<br />820298B0 B4CD<br />820298B2 4000<br />820298B4 D3C2<br />820298B6 D3CA<br />820298B8 00FF<br />820298BA 0000<br />820298BC 0000<br />820298BE 0203<br />820298C0 CFC6<br />820298C2 C9BE<br />820298C4 C3D0<br />820298C6 08BD<br />820298C8 C539<br />820298CA 0000<br />820298CC B4CD<br />820298CE 00B6<br />820298D0 B48B<br />820298D2 0000<br />820298D4 34BD<br />820298D6 BF0F<br />820298D8 B4B2<br />820298DA 1400<br />820298DC B4A6<br />820298DE 4800<br />820298E0 E8B2<br />820298E2 950B<br />820298E4 4AB2<br />820298E6 2185<br />820298E8 A437<br />820298EA 0852<br />820298EC B4B2<br />820298EE 0100<br />820298F0 B4B8<br />820298F2 0D00<br />820298F4 B4B2<br />820298F6 0505<br />820298F8 56B7<br />820298FA 0A1E<br /><br />SEASOR, 1 HP EV 0 other EVs<br /><br />820298FC 007F<br />820298FE 0000<br />82029900 B4CD<br />82029902 0000<br />82029904 BFCD<br />82029906 CDBB<br />82029908 CCC9<br />8202990A 00FF<br />8202990C 0000<br />8202990E 0202<br />82029910 C5CD<br />82029912 C6D3<br />82029914 CCBB<br />82029916 00FF<br />82029918 2F85<br />8202991A 0000<br />8202991C B4CD<br />8202991E 00B6<br />82029920 B48B<br />82029922 0000<br />82029924 BEBD<br />82029926 000F<br />82029928 B4C6<br />8202992A 0000<br />8202992C DD55<br />8202992E 0000<br />82029930 D9B2<br />82029932 0000<br />82029934 4AB2<br />82029936 219E<br />82029938 A437<br />8202993A 0852<br />8202993C B4B2<br />8202993E 0000<br />82029940 B4B3<br />82029942 0000<br />82029944 B4B2<br />82029946 0505<br />82029948 B1B7<br />8202994A 0A1E[/code]<br /><br />As encrypted codes, these are:<br /><br />[code]<br />Quick clone PokÃ©mon 0x288A:<br /><br />F20AD461 FC48<br />F40AD463 7C58<br />7B926065 DC0E<br />7D926067 5C1E<br />02B72BD1 9CEB<br />02B7AAD1 9CE2<br />0BA72AD5 1DAA<br />02BD3E98 33E2<br />0DBDBE9E B3B2<br />F212C061 5C40<br />E22302D0 99ED<br />6DB8770F 369A<br />64B9B69B A6F7<br />EB71039C 93A1<br />1DEE7E47 3D92<br />9D0E5C67 6C18<br />14EEFE43 3DD2<br />940EDC63 6C58<br />1B966865 CC0E<br />1D966867 4C1E<br />1296E861 CC4E<br />1496E863 4C5E<br />9B164865 CC08<br />9D164867 4C18<br />9216C861 CC48<br />9416C863 4C58<br />7B887425 F60F<br />7D887427 761F<br />7288F421 F64F<br />7488F423 765F<br />FB085425 F609<br />FD085427 7619<br />F208D421 F649<br />F408D423 7659<br />7B906025 D60F<br />7D906027 561F<br />7290E021 D64F<br />7490E023 565F<br />FB104025 D609<br />FD104027 5619<br /><br />Caterpie PI 1:<br /><br />0D8F3DFE 6936<br />F410C023 5658<br />923F1FD9 B9E8<br />1D8C7C27 661E<br />14BEFF4B ACD7<br />923EDF49 2DC1<br />64F3A3DA 19F6<br />9D0C5C27 6619<br />920CDC21 E649<br />920D9DB1 6661<br />14B66B4B 88D3<br />E228D700 B3C4<br />12AEFF48 2CCF<br />ED691796 33B9<br />64D0E023 4352<br />9D144827 4619<br />1BA7ABDD 99AE<br />EB685604 B281<br />FD5B95F7 2D30<br />7DEA7647 7C9E<br />8B0789F4 9928<br />FB3B96D5 69A4<br />8D46C866 1C10<br />FD7AD647 7C98<br />8D5EDC67 3810<br />F46AD643 7CD8<br />0DCE7C66 3C13<br />7DF26247 5C9E<br />048EFC62 AC53<br />7D9320F7 083E<br />842F1FD2 78F0<br />FB68560C F685<br />845E5C62 3C50<br />F472C343 5CD8<br />EB42C064 8D08<br />1DEEFF47 6C9A<br />64C26062 0C56<br />1DEFBED7 68BE<br />E40301F2 9871<br />12F6EA40 49C2<br /><br />Caterpie PI 2:<br /><br />6DF1239E 53B7<br />946EDE43 6CD9<br />924509B9 9369<br />1DF66A47 4C9F<br />14C4E92B 8656<br />9244C929 0740<br />6489B5BA 3377<br />9D764A47 4C98<br />9276CA41 CCC8<br />92778BD1 4CE0<br />74CA756B B853<br />8254C920 8344<br />72D2E168 1C4F<br />8D1509B6 033D<br />0BB5AA94 C7AE<br />FD685607 7699<br />7BDBB5FD A92E<br />8B144824 8201<br />FD4181B7 0731<br />7DF06207 569F<br />8B1D9DB4 B329<br />FB218295 43A5<br />8D5CDC26 3611<br />FD60C207 5699<br />8D44C827 1211<br />F470C203 56DC<br />6DD06026 0612<br />9B3D9E95 E7A1<br />6490E022 9652<br />1D8D3CB7 323F<br />E4310392 42F1<br />9B764A4C CC84<br />E4404022 0651<br />946CDF03 66D9<br />EB58D424 A709<br />1DF4EB07 469B<br />64D87422 2657<br />1DF5AA97 42BF<br />E41915B2 B270<br />12ECFE00 63C3<br /><br />SEASOR 1 HP EVs, 0 other EVs:<br /><br />6DEB37DE 79B6<br />9474CA03 46D9<br />F2395699 A3E9<br />7D8A3567 7C1E<br />FB39D79D 23AD<br />82374BD0 8DE5<br />7BA9F69D B7AA<br />02F5EA98 83E7<br />F20A9561 FC48<br />F20A9561 7C40<br />F2314399 93E8<br />7BA9F69C 36A6<br />842F5ED2 2DF5<br />8B6D5E9C A3A1<br />F27343D1 08EC<br />FD120167 5C18<br />7BA1E29D 83AF<br />8B6E1F44 A880<br />9D3FDED7 3DB0<br />1D8E3D67 6C1E<br />EB23C2D4 09AC<br />9B0F5CF5 E920<br />943C1F0B 32D1<br />9D0E1D67 6C18<br />9B45C9BC C22C<br />940E9D63 6C58<br />6DBA3646 3C93<br />1D962967 4C1E<br />64EAB742 BCD3<br />9B6E1E44 B980<br />E44B54F2 6870<br />9B0C1D2C E605<br />E43A1742 2CD0<br />94168963 4C58<br />0DA5EA96 16B7<br />7D883527 761F<br />04A42B02 16D7<br />7D89F5B7 723F<br />8425CB92 12F1<br />7290A120 5343<br />[/code]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg202639#msg202639 date=1476206791]<br />On a slightly unrelated note I noticed that Pal Park didn&#039;t label the Caterpie perfect initiator holding a glitch item as invalid. I didn&#039;t choose to migrate it, but it makes me wonder whether transferring 0x1C7 (Azure Flute) is in fact possible and if that would work for obtaining Arceus in Diamond/Pearl?<br />[/quote]<br />This will not work. You need to set the correct flag via ACE in gen 4 or getting it from a PokÃ©Mart. Getting just the item will not do anything.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=6868.msg202644#msg202644 date=1476213324]<br />[quote author=Torchickens link=topic=6868.msg202639#msg202639 date=1476206791]<br />On a slightly unrelated note I noticed that Pal Park didn&#039;t label the Caterpie perfect initiator holding a glitch item as invalid. I didn&#039;t choose to migrate it, but it makes me wonder whether transferring 0x1C7 (Azure Flute) is in fact possible and if that would work for obtaining Arceus in Diamond/Pearl?<br />[/quote]<br />This will not work. You need to set the correct flag via ACE in gen 4 or getting it from a PokÃ©Mart. Getting just the item will not do anything.<br />[/quote]<br /><br />I see, like with the Generation III tickets then. Thanks.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Krys3000
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Pavel link=topic=6638.msg202494#msg202494 date=1475003188]<br />Ok, I have found what I was looking for. I decided to get my hands dirty and look directly into the disassembly tool. I looked at the address â€˜3E48â€™, as specified in the code for the R/B USA version, saw what the asm code looked like, and found one similar not far from this in the French Yellow version memory: in this version, the recipe for receiving a pokemon starts at 3E5C, which correspond to x92 instead of x72 for the TM05 quantity.<br /><br />Now the code works wonder, I can receive the pokemon of my choice at lvl2 : )<br /><br />Thanks again for having taken the time to answer my questions and my messages : ) !<br />[/quote]<br /><br />Congratz! Don&#039;t hesitate to post the whole code here (and on PRAMA if you can) for everyone to use it :)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: NieDzejkob
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I have an idea for an ACE setup that doesn&#039;t require any specific pokemon, just items and underflowed menu, which I think are easier to obtain. I didn&#039;t test it yet, but you&#039;d need the following items:<br /><br />1. Fire Stone x211<br />2. (null) x124<br />3. Thunderstone x73<br />4. TM18 x3<br />5. Max Revive x195<br />6. HP Up x54<br />7. Water Stone x35<br />8. Great Ball x34<br />9. TM01 x(any)<br /><br />You should have no pokemon in the daycare and you should leave the safari zone with 0, 3, 4, 5, 6, 7, 10, 11, 12, 13, 14, 15, 19, 20, 21, 22, 23, 26, 27, 28, 29 or 30 safari balls. Not entering the safari zone at all in the save file also works.<br /><br />Swap fire stone for the map script pointer slot in the underflow. Close the menu, move to another map and reopen it. Now you can change the items and -gm (hex 6A i think) will execute code from the third item.<br /><br />The items listed above write the bytes C3 22 D3 (jp D322) to DA49 (daycare nickname). This redirects the execution where we want.<br /><br />I didn&#039;t look into it, but it might be possible to obtain -gm with the swap. To do it, setup should be initiated in a map with script address ending with 6A.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg202645#msg202645 date=1476213470]<br />[quote author=Charmy link=topic=6868.msg202644#msg202644 date=1476213324]<br />[quote author=Torchickens link=topic=6868.msg202639#msg202639 date=1476206791]<br />On a slightly unrelated note I noticed that Pal Park didn&#039;t label the Caterpie perfect initiator holding a glitch item as invalid. I didn&#039;t choose to migrate it, but it makes me wonder whether transferring 0x1C7 (Azure Flute) is in fact possible and if that would work for obtaining Arceus in Diamond/Pearl?<br />[/quote]<br />This will not work. You need to set the correct flag via ACE in gen 4 or getting it from a PokÃ©Mart. Getting just the item will not do anything.<br />[/quote]<br /><br />I see, like with the Generation III tickets then. Thanks.<br />[/quote]<br />No problem. Also, when I tryed the cheat codes for activating the Member &#039;s Card in a PokÃ©Mart, the event didn&#039;t trigger no matter what. The Azure Flute one worked.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Dudeopi
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Dudeopi
icon: xx
body:
  Thank you Torchickens and NieDzejkob for the speedy replies. I&#039;m sorry I couldn&#039;t get back to you until now. The link to all of the commands helped a lot. I think I should be a little more clear in what I was wondering however. So I own a PokÃ©mon Yellow cart and a GBC and I recently bought an n64 and stadium. I want to play ou with my friends on console. However, I don&#039;t have my n64 with me and I won&#039;t for another month, so I&#039;m the mean time I&#039;ve been messing around in PokÃ©mon Red on my 3ds, where I already have 8F and the such. I&#039;m trying to write a program to use with 8F in red that stores FF to the 12 bytes of a PokÃ©mon, but I&#039;ve run into some problems. First of all, I want the program to be easily executable, and I believe having 255 of an item causes glitches, and I don&#039;t know how to get multiple water stones. So since the 8F bootstrap requires a pidgey in the first spot, I tried writing something to store its catch rate to a pc PokÃ©mon&#039;S evs and ivs. I haven&#039;t done anything with item under flow yet, besides getting 8F, so I&#039;m unsure how I do that. <br /><br />So I really want to write a program for Yellow to do this, and best case senerio in my mind is I replace the w sm bootstrap with the whole program that makes out the poke in the spot after the ret. But for now, I want to learn as much as I can so I can write my own programs in the future. I have a feeling 3ds pokes will get randomized stars when traded forward but I wouldn&#039;t want to cheat like that in gen 7. I already wrote some stuff down, but I always find something that makes me go back and change stuff. <br /><br />I don&#039;t know how to post code in a neat box but I can just write it out. This is for the English Red using items:<br />D322:ld DE,D172; 11 72 D1; store catch rate of pidgey to DE<br />D325:ld A,(DE);1A; A=255<br />D326:ld HL,DAC8; 21 C8 DA; HL=address of poke&#039;s first stat<br />D329:ldi (HL),A; 22; put the perfect 255 in the stat and increase to the next stat&#039;s address<br />D32A:Junk; 04; better for items<br />D32B:ld A,L; put address of poke&#039;s next stat in A<br />D32C:ld D327,A; EA D3 27; put that address as your item<br />D32F:ret; C9; return<br /><br />Max Potion x114<br />Tm09 x26<br />Thunderstone x200<br />Tm18 x34<br />Pokeball x125<br />Tm34 x211<br />Calcium x201<br /><br />You would use 8F 12 times and it would increase the number of thunder stones so you could immediately reuse it, but it uses a lot of&nbsp; items and I&#039;ve procrastinated duping all of them because there has to be a better way. Thanks for taking the time to help me with this. I really appreciate it. <br /><br />


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Skeef
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Try this to speed up duplicating items. It turns item nr 2 into a stack of 0, but 0 is actually 256 so you can drop them.<br /><br />- 8F<br />- Item you want 256 (0) of x1<br />- PokÃ©ball x43<br />- Revive x201<br /><br />[quote author=Dudeopi link=topic=6638.msg202650#msg202650 date=1476283346]<br />I don&#039;t know how to post code in a neat box but I can just write it out. This is for the English Red using items:<br />[/quote]<br /><br />Random tip: If you press Quote on a post you can see in those posts how to do some things.<br /><br />[code]<br />Look at me in a Quote.<br />[/code]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Just going to show off my baby, aww.<br /><br />[img]http://i1271.photobucket.com/albums/jj640/Torchickens/Dots%20the%20Celebi.png[/img]<br /><br />It feels so much better getting success on cartridge.<br /><br />EVs on Dots were:<br /><br />1 Speed<br />93 Defense<br />251 HP<br />0 Attack<br /><br />And it underwent a [url=http://pastebin.com/2kJPBQCr]double corruption[/url] so I could get the Oak&#039;s Parcel.<br /><br />I now have three Celebi like this, one is exactly like the one above; the other is a level 5 that was hatched from an Egg.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: NieDzejkob
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi Dudeopi,<br /><br />You can take D, which comes with a zero from the bootstrap/game code, and CPL it. That would give you FF in just two bytes, not depending on the bootstrap code you use:<br /><br />[code]<br />D322&nbsp; 21 C8 DA&nbsp; LD HL, DAC8<br />D325&nbsp; 7A&nbsp; &nbsp; &nbsp; &nbsp; LD A, D<br />D326&nbsp; 2F&nbsp; &nbsp; &nbsp; &nbsp; CPL<br />D327&nbsp; 22&nbsp; &nbsp; &nbsp; &nbsp; LD (HL+), A<br />D328&nbsp; 04&nbsp; &nbsp; &nbsp; &nbsp; INC B ; padding<br />D329&nbsp; 7D&nbsp; &nbsp; &nbsp; &nbsp; LD A, L<br />D32A&nbsp; EA 27 D3&nbsp; LD (D327), A ; you assembled it the other way around. It takes practice to remember :)<br />D32D&nbsp; C9&nbsp; &nbsp; &nbsp; &nbsp; RET<br />[/code]<br /><br />I moved the HL load, because it removes the need for the padding (here: junk code to remove glitch items/key items/things like that, if you never heard that word before).<br /><br />Thunderstone x200<br />TM18 x122<br />Leaf Stone x34<br />Pokeball x125<br />TM18 x39<br />TM11 x201


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:
  You&#039;re welcome Dudeopi. :)<br /><br />If you still plan on using ws m, setting up the [url=http://glitchcity.info/wiki/Celadon_looping_map_trick]Celadon looping map trick[/url] is actually relatively simple if you have item underflow set up. You stand in the Celadon spot, swap the Nugget x1 with an ID greater than or equal to hex:33 x1 (if you don&#039;t have one you can try selling items to manipulate your money and create one) and then keep walking to the right until the x-position byte reads the item x0 (x255) of your choice. The [url=http://glitchcity.info/biglist.htm]Big List[/url] can be used to check the ID.<br /><br />The item will either be x1 or x0, if it is x1 stepping up or down one step will change it to x0. The one thing that you must be really careful with is making sure you press B when navigating the menu all the time, because one A-press on a &#039;lag&#039; item (these have unterminated names) can freeze the game and possibly erase the save file if you aren&#039;t careful.<br /><br />If you want to avoid using a x255 quantity and are otherwise happy with the FillMemory code, you can replace ld a, FF with ld a, 01; dec a dec a.<br /><br />This would change the code to:<br />[code]3e 01 3d 3d 01 0c 00 21 cf db 14 cd 6e 16 c9[/code]<br /><br />; which is:<br /><br />Lemonade x1<br />Soda Pop x61<br />Master Ball x12<br />Item hex:00 (#x##) x33<br />TM07 x219 [can be replaced with another non-PokÃ©mon 10 attribute destination for future uses]<br />Potion x205<br />Lg- (item 6E) x22<br />TM01 x(any)<br /><br />(For a bootstrap code where the last PokÃ©mon is any PokÃ©mon 10 to have its EVs/IVs changed)<br /><br />Handling items with a 255 quantity is safe as long as you don&#039;t toss all of an item above it, which would replace the item directly above it with the same item x255.<br /><br />If you want to get the items without looping map trick, you may be able to use Skeef or NieDzejkob&#039;s code to duplicate the items and get Lg- by encountering a [url=http://bulbapedia.bulbagarden.net/wiki/PPkMnp%27_%27]pPkMnp&#039; &#039;[/url] with a Super Rod in the fifth position; turning it into a Lg-. I don&#039;t know off by heart any locations which may bring up an Lg- in the items pack without you having to convert the Super Rod sadly but will have a search later.<br /><br />Hope that helps.


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: NieDzejkob
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wait, whaaat? When did I post about item duplication? If you think about that, then this is a -gm + map script ACE setup that doesn&#039;t require catching pokemons.<br /><br />1. Fire Stone x211<br />2. (null) x124<br />3. Thunderstone x73<br />4. TM18 x3<br />5. Max Revive x195<br />6. HP Up x54<br />7. Water Stone x35<br />8. Great Ball x34<br />9. TM01 x(any)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: NieDzejkob
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  And sorry for the double post, but I have an even shorter max IV/EV code, that has to be run only once:<br /><br />[code]<br />D322&nbsp; 21 C8 DA&nbsp; LD HL, DAC8<br />D325&nbsp; 7A&nbsp; &nbsp; &nbsp; &nbsp; LD A, D<br />D326&nbsp; 2F&nbsp; &nbsp; &nbsp; &nbsp; CPL<br />D327&nbsp; 0E 0C&nbsp; &nbsp;  LD C, 0C<br />D329&nbsp; C3 E0 36&nbsp; JP FillMemory/36E0<br /><br />Thunderstone x200<br />TM18 x122<br />Leaf Stone x14<br />Burn Heal x195<br />TM24 x54[/code]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Awwww, now it&#039;s just getting a decent moveset.<br />Wait, maybe you can glitch FR\LG with this parcel a bit, attempt trading it over, then grabbing the parcel, and try to give it to Oak. I want to see what happens.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=6868.msg202658#msg202658 date=1476302227]<br />Awwww, now it&#039;s just getting a decent moveset.<br />Wait, maybe you can glitch FR\LG with this parcel a bit, attempt trading it over, then grabbing the parcel, and try to give it to Oak. I want to see what happens.<br />[/quote]<br /><br />Yeah. :) Sadly you&#039;re not allowed to trade until you&#039;ve received the PokÃ©dex (according to Bulbapedia), but would like to see if having it on FireRed/LeafGreen can cause anything else to happen after you&#039;ve delivered it.


subject: Re: Decamark Researcher Signup Thread
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I would start researching some Decamarks but there&#039;s one problem. Newo&#039;s page 404&#039;d, so I can&#039;t get any tools to check the base stats with, can anyone re-upload the Extended Hacker please?


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:
  Oh, I think I may have gotten confused somewhere, NieDzejkob. I was under the impression your code was for item duplication because you mentioned getting FF (note: for some reason on my Red it replaces item 3 quantity with C9) but I don&#039;t know what the code is used for and I shouldn&#039;t have assumed. Sorry if I made the wrong conclusion.<br /><br />[quote author=NieDzejkob link=topic=6638.msg202654#msg202654 date=1476292044]<br />[code]<br />D322&nbsp; 21 C8 DA&nbsp; LD HL, DAC8<br />D325&nbsp; 7A&nbsp; &nbsp; &nbsp; &nbsp; LD A, D<br />D326&nbsp; 2F&nbsp; &nbsp; &nbsp; &nbsp; CPL<br />D327&nbsp; 22&nbsp; &nbsp; &nbsp; &nbsp; LD (HL+), A<br />D328&nbsp; 04&nbsp; &nbsp; &nbsp; &nbsp; INC B ; padding<br />D329&nbsp; 7D&nbsp; &nbsp; &nbsp; &nbsp; LD A, L<br />D32A&nbsp; EA 27 D3&nbsp; LD (D327), A ; you assembled it the other way around. It takes practice to remember :)<br />D32D&nbsp; C9&nbsp; &nbsp; &nbsp; &nbsp; RET<br />[/code]<br />[/quote]


subject: Re: Decamark Researcher Signup Thread
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Wack0 released a better tool called Generation III Extended Hacking Suite. The thread about it with the download links can be found [url=http://forums.glitchcity.info/index.php?topic=7127.0]here[/url] (note: currently the link to the Python version is the link to the Win32 version and vice versa). I have also mirrored them [url=https://sites.google.com/site/torchickens2/glitching-tools]here[/url] in case the links go down, and this bypasses a Chrome notice that the file is malicious for some reason.


subject: Re: Missing information.
poster_name: Abwayax
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Here&#039;s an official response to the questions in this thread.<br /><br />Member+ requirements: there are no hard requirements. It&#039;s just a sense of being active on the forums and generally knowledgeable. You can apply yourself, be nominated by someone else, or be promoted by an admin.<br /><br />Member+ bonuses: Access to the Exclusive Board, which contains within it the voting boards for Member+, moderator, and Distinguished Member. Pretty much everything above a regular member has this level of access, though. Nothing really exciting goes on in there these days, to be honest.<br /><br />Oldbie requirements: You had to have been a member of a predecessor of Glitch City Laboratories forums before the opening date of said forums, which is December 2005. The age of the GCLF account itself doesn&#039;t factor into this at all, as the only requirement depends on forums older than GCLF began. Previously the requirement was to be a member of the very first forum, Professor Glitch&#039;s Laboratory forums, prior to that forum&#039;s closure of November 2004. Because most of these forums are no longer online, it&#039;s not possible to verify these requirements, so you just have to trust me when I say someone qualifies for oldbie status.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: VaeporSage
icon: xx
body:
  [quote author=Torchickens link=topic=6868.msg202652#msg202652 date=1476290556]<br />Just going to show off my baby, aww.<br /><br />[img]http://i1271.photobucket.com/albums/jj640/Torchickens/Dots%20the%20Celebi.png[/img]<br /><br />It feels so much better getting success on cartridge.<br /><br />EVs on Dots were:<br /><br />1 Speed<br />93 Defense<br />251 HP<br />0 Attack<br /><br />And it underwent a [url=http://pastebin.com/2kJPBQCr]double corruption[/url] so I could get the Oak&#039;s Parcel.<br />[/quote]<br /><br />Adorbs. That&#039;s on GameCube, right?<br /><br />[quote author=Charmy link=topic=6868.msg202637#msg202637 date=1476162282]<br />Related to the invalid genders, I see some sort of a pattern, lots of effects repeat or are the May/Leaf variant of these.<br />[/quote]<br /><br />I&#039;d love to see some examples, if you get a chance.<br /><br />[quote author=Metarkrai link=topic=6868.msg202641#msg202641 date=1476209661]I was also curious about transferring Glitch Items to Colosseum/XD in order to get some Rare Items inherent to these versions (if one of them could be useful in a certain way).<br /><br />Glitch Moves can all go through Pal Park, but no Glitch PokÃ©mon can (theoretically, based on what I tried).<br />[/quote]<br /><br />I did some testing years ago on console to try and exploit some glitches, but XD: Gale of Darkness is reeeally tough to glitch. As it happens, I didn&#039;t specifically manage to test glitch items as I hadn&#039;t yet figured out how to obtain them by that stage, but judging from the results I found (in the link), they would either disappear on arrival into XD or be invalid/unable to be traded, etc. http://forums.glitchcity.info/index.php?topic=6868.msg195390#msg195390<br /><br />EDIT: As it turns out, I in fact [i]did[/i] try send a glitch item (????????/&quot;Octomarks&quot;) to XD: Gale of Darkness. It was indeed unable to be traded. http://forums.glitchcity.info/index.php?topic=6868.msg195057#msg195057<br /><br />There&#039;s one thing I keep meaning to say every time I read all of your descriptions: a better translation for &#039;exemplaire&#039; in English would be &#039;copy&#039; - e.g. &#039;a copy of item X&#039;. Otherwise, everything else is always easy to understand - and thanks so much for going to all of this incredible effort.&nbsp; ;)<br /><br />Also, now that I went through my old posts looking for my research on XD: Gale of Darkness, I found this old thread of mine. Seeing as you now know almost all there is to know about glitch decorations, is there anything more you could say about this Japanese-exclusive glitch? http://forums.glitchcity.info/index.php?topic=7006<br /><br />And another thing, has anybody tested this (hatching 19C from a corrupted Egg)? Just realised that I&#039;m still kinda curious about it after two years.&nbsp; :P http://forums.glitchcity.info/index.php?topic=6868.msg195578#msg195578<br /><br />And finally, I don&#039;t know if this is relevant to anyone, but in case you weren&#039;t aware, it&#039;s possible to send Pokemon with glitch moves from Emerald to Ruby/Sapphire (without the game crashing during the trade) by bypassing the trade altogether via Pokemon Box: Ruby &amp; Sapphire. As far as I know, there may well by now be a better method of avoiding those crashes, but I figure it&#039;s worth throwing out there. 8) http://forums.glitchcity.info/index.php?topic=6868.msg195747#msg195747


subject: Re: A thought about the status screen glitch in FireRed/LeafGreen
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Something you might find interesting is that it&#039;s possible to experiment with the effects of different HP values, as they cause the degree of glitchiness in the status screen to vary as the HP goes down. http://forums.glitchcity.info/index.php?topic=6868.msg194518#msg194518


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yes, it&#039;s a screenshot from my Dazzle capture device with PokÃ©mon Emerald run on a Game Boy Player.


subject: Re: Decamark Researcher Signup Thread
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Oh thanks! I will start researching [s]today[/s] tomorrow.<br />Sorry, I had guests so, I didn&#039;t have much time.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=VaeporSage link=topic=6868.msg202665#msg202665 date=1476313557]<br /><br />[quote author=Charmy link=topic=6868.msg202637#msg202637 date=1476162282]<br />Related to the invalid genders, I see some sort of a pattern, lots of effects repeat or are the May/Leaf variant of these.<br />[/quote]<br /><br />I&#039;d love to see some examples, if you get a chance.<br />[/quote]<br />http://forums.glitchcity.info/index.php?topic=7674.0<br />Here you are, 20 hexes of pure joy.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: VaeporSage
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Aha, I getcha, so it&#039;s like the &#039;Guess Who?&#039; glitch via the Slateport Fan Club Reporter. Do any of the glitch genders cause any other adverse effects apart from crashing?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  [quote author=VaeporSage link=topic=6868.msg202665#msg202665 date=1476313557]<br /><br />I did some testing years ago on console to try and exploit some glitches, but XD: Gale of Darkness is reeeally tough to glitch. As it happens, I didn&#039;t specifically manage to test glitch items as I hadn&#039;t yet figured out how to obtain them by that stage, but judging from the results I found (in the link), they would either disappear on arrival into XD or be invalid/unable to be traded, etc. http://forums.glitchcity.info/index.php?topic=6868.msg195390#msg195390<br /><br />EDIT: As it turns out, I in fact [i]did[/i] try send a glitch item (????????/&quot;Octomarks&quot;) to XD: Gale of Darkness. It was indeed unable to be traded. http://forums.glitchcity.info/index.php?topic=6868.msg195057#msg195057<br /><br />There&#039;s one thing I keep meaning to say every time I read all of your descriptions: a better translation for &#039;exemplaire&#039; in English would be &#039;copy&#039; - e.g. &#039;a copy of item X&#039;. Otherwise, everything else is always easy to understand - and thanks so much for going to all of this incredible effort.&nbsp; ;)<br /><br />Also, now that I went through my old posts looking for my research on XD: Gale of Darkness, I found this old thread of mine. Seeing as you now know almost all there is to know about glitch decorations, is there anything more you could say about this Japanese-exclusive glitch? http://forums.glitchcity.info/index.php?topic=7006<br /><br />And another thing, has anybody tested this (hatching 19C from a corrupted Egg)? Just realised that I&#039;m still kinda curious about it after two years.&nbsp; :P http://forums.glitchcity.info/index.php?topic=6868.msg195578#msg195578<br /><br />And finally, I don&#039;t know if this is relevant to anyone, but in case you weren&#039;t aware, it&#039;s possible to send Pokemon with glitch moves from Emerald to Ruby/Sapphire (without the game crashing during the trade) by bypassing the trade altogether via Pokemon Box: Ruby &amp; Sapphire. As far as I know, there may well by now be a better method of avoiding those crashes, but I figure it&#039;s worth throwing out there. 8) http://forums.glitchcity.info/index.php?topic=6868.msg195747#msg195747<br />[/quote]<br /><br />Okay, so trading Glitch Items to XD doesn&#039;t seem to be doable in the first place. I had a vague memory of seeing this said by someone (maybe your posts), but I wasn&#039;t sure if some potentially interesting items were tradeable or not.<br /><br />Thanks for the language correction. I thought that &quot;exemplary&quot; was more adapted to the situation, but I&#039;ll go with &#039;copy&#039; now.<br />At first, I was writing some procedures in French then translating them in english, but it turned out to be easier to start in english and then go back to french. I also have many things only written in english now, and a part of my viewers ask me for a french translation :p (I made a huge file for that but it&#039;s still a work in progress).<br /><br />I didn&#039;t remember about this nice glitch with decorations on Jap RS. As we can see in the video, the odd interaction with the crumbling statue and the poster in Jap RS can cause a tile to be changed to a walkable tile.<br />However, this doesn&#039;t affect the tiles where decorations can be placed (it&#039;s still considered as a wall).<br />Glitch Decorations have this annoying habit of screwing the camera, making you oftenly unable to exit the secret base. They also don&#039;t have a sprite (when placed somewhere, you can&#039;t find them unless you use the PC in &quot;Deposit mode&quot;), and all the ones that I could place (some couldn&#039;t) and that allowed me to leave the secret base didn&#039;t seem to have any kind of interaction (Holding A when facing the decoration didn&#039;t do anything).<br /> Some glitch decorations may have an interesting interaction (I don&#039;t know how the game manages that.), and we may be able to place them in a secret base with ACE. (I couldn&#039;t find where and how placed decorations where managed, unfortunately), this is still unknown.<br /><br />Many thanks for making me learn that glitch moves couldn&#039;t be traded to RS with normal trades (even if it&#039;s a hindrance) as I thought that it was possible.<br />This means that only strings of 24 bytes can be written safely on a PokÃ©mon (overwriting Miscellanous and EVs substructures) to be traded to RS with normal trades.<br />I&#039;ll test it for an ACE Glitch Move (see if they can be traded, and test it with an Egg) to see if there could be a way to make things work.<br />If not, then PokÃ©mon Box will be required for ACE on RS, which will increase the requirements.<br /><br /><br />Regarding PokÃ©mon 0x19C (Egg), the Egg of an Egg hatches into an Egg.<br />You can even do Eggs of your Egg with Eggs, and they will hatch into more Eggs.<br />I ended up with Egg multiple times when playing with AR codes when I was a kid (mainly because I was using codes for US versions on a French one and without an Anti-DMA) and I played a bit with them (even though they are weak as hell).<br /> I screwed one of my files by breeding an Egg and something, and obtaining an Egg that crashed my game during the hatching sequence. The issue was that the Egg only needed a few steps to hatch, and even by flying to a PokÃ©mon center I couldn&#039;t reach the PC without hatching the Egg.<br />Thus, I was forced to start a new file. I think I lost 3 Emerald, 3 Fr and 1 Lg files due to AR (the last one is a save tranfer issue, the others are idiotic code uses).<br /><br />My explanation for that issue is that one of the parents had its species messed up (and turned into a Bad Egg) while the old man was waiting to give me its Egg, because I was using codes without the Anti-DMA.<br /><br /><br /><br />[quote author=Torchickens link=topic=6868.msg202659#msg202659 date=1476303395]<br />Yeah. :) Sadly you&#039;re not allowed to trade until you&#039;ve received the PokÃ©dex (according to Bulbapedia), but would like to see if having it on FireRed/LeafGreen can cause anything else to happen after you&#039;ve delivered it.<br />[/quote]<br />You can still skip a lot of the story by getting some Rare Items early (HM Cut, Scope Sylph, PokÃ©Flute, maybe Sevii Ticket, VS Seeker, Tea,..)<br />However, the game doesn&#039;t check your Rare Items when reviving fossils (it only works with flags), so bringing Helix + Dome or multiple Dome/Helix/Amber will not allow you to revive more PokÃ©mon.<br /><br />It is also possible to not be able to receive the Tea at all : by completing something in the story (maybe Sylph Scope or Pokemon Tower), the flags of Celadon&#039;s old woman change and she will not give you Tea (if you didn&#039;t have it yet).<br /> I screwed a Fire Red file because of this (unable to go to Saffron, as I didn&#039;t have a code to get all fly locations, teleport nor to walk on walls)<br /><br />You could also potentially softlock your game by having too many Rare Items.<br />If another NPC was to give you a Rare Item when your bag is full, I don&#039;t know if you could pick it or if it would overwrite the last Rare Item. In both cases, you could use that to not obtain/lose a mandatory Rare Item and get stuck.<br /><br />Regarding the XPloder codes you wanted, I&#039;ve sent you the beginning (to force the DMA) on skype.<br />


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I see, nice. ^^ The way you can skip getting the Silph Scope and PokÃ© Flute reminds me of the PokÃ© Doll Marowak ghost skip in Generation I.<br /><br />Thank you very much for the code Metarkrai!


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=VaeporSage link=topic=6868.msg202670#msg202670 date=1476363790]<br />Aha, I getcha, so it&#039;s like the &#039;Guess Who?&#039; glitch via the Slateport Fan Club Reporter. Do any of the glitch genders cause any other adverse effects apart from crashing?<br />[/quote]<br />Well, if getting attacked by birds after using Fly counts...


subject: Re: DecDex-Decamark variation list (Melchior X)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: clip
body:
  Let&#039;s revive this thread.<br /><br />Well. Some Decamarks in Emerald seem to give weird results while encountered.<br />F000 freezes the game once encountered, F001 has no sprite and hangs the game when it&#039;s animation should play, F002 hangs before the encounter (like going into a encounter before getting the starter in gen 4), F003 has the same effect as F001, and F004 is a shadow which crashes the game once it gets half-way thru the screen. Holding onto them for now.<br />[b]Game:Ruby<br /><br />[/b][attachment=1]<br />[b]Hex:0514[/b]<br />[b]Name:Cannot rewrite, too long. [Length: 942][/b] <br />[b]Pokedex No. 000[/b] <br />[b]Encounter Level:Normal[/b] <br />[b]Held item:[/b][b]0x0000[/b] <br /><br />Base Stats<br />[b]HP:0[/b] [b]Attack:0[/b] [b]Defence:0[/b] [b]Speed:0[/b] [b]Special Attack:0[/b] [b]Special Defence:0[/b]<br /><br />Starting Moves<br />[list]<br />	[li]None[/li]<br />[/list][i]Freezing Stats:No[/i]<br />[i]Notes:Super-low catch rate (impossible to catch without a Master Ball), has Bulbasaur&#039;s cry, and a glitched PokÃ©dex entry, Page 1 crashes.[/i]<br /><br />[attachment=2]<br />[b]Hex:0515[/b] <br />[b]Name:Too long to rewrite. [Length: 931][/b] <br />[b]Pokedex No. 000[/b] <br />[b]Encounter Level:Normal[/b] <br />[b]Held item:0x0000[/b] <br /><br />[u]Base Stats[/u]<br />[b]HP:0[/b]&nbsp; [b]Attack:0[/b]&nbsp; [b]Defence:0[/b]&nbsp; [b]Speed:0[/b]&nbsp; [b]Special Attack:0[/b]&nbsp; [b]Special Defence:0[/b] <br /><br />[u]Starting Moves[/u]<br />[list]<br />	[li]None[/li]<br />[/list][i]Freezing Stats:No[/i] <br />[i]Notes:Has Bulbasaur&#039;s cry.[/i] <br />[quote author=Yeniaul link=topic=2094.msg201701#msg201701 date=1473048211]<br />Well, I&#039;m gonna work on getting those &quot;unobtainables&quot;.<br />[/quote]I&#039;m pretty sure that you can get those via replacing one of your box\party PokÃ©mon.<br /><br />Ok, here&#039;s more, Also on Ruby.<br /><br />[attachment=3]<br />[b]Hex:0520[/b] <br />[b]Name:VeryLong [Length:810][/b] <br />[b]Pokedex No. 000[/b] <br />[b]Encounter Level:Normal[/b] <br />[b]Held item:0x0000[/b] <br /><br />[u]Base Stats[/u]<br />[b]HP:0[/b]&nbsp; [b]Attack:0[/b]&nbsp; [b]Defence:0[/b]&nbsp; [b]Speed:0[/b]&nbsp; [b]Special Attack:0[/b]&nbsp; [b]Special Defence:0[/b] <br /><br />[u]Starting Moves[/u]<br />[list]<br />	[li]None[/li]<br />[/list][i]Freezing Stats:No.[/i] <br />[i]Notes:Same as 0x0514 and 0x0515, seems to use the secondary pallette of the last PokÃ©mon you viewed of you scroll up or down.[/i] <br /><br />[attachment=4]<br />[b]Hex:0522[/b] <br />[b]Name:A bunch of Japanese. [788][/b] <br />[b]Pokedex No.000[/b] <br />[b]Encounter Level:6... for some reason.[/b] <br />[b]Held item:Hex 0x1990 or 0x0820[/b] <br /><br />[u]Base Stats[/u]<br />[b]HP:64[/b]&nbsp; [b]Attack:25[/b]&nbsp; [b]Defence:32[/b]&nbsp; [b]Speed:8[/b]&nbsp; [b]Special Attack:92[/b]&nbsp; [b]Special Defence:25[/b] <br /><br />[u]Starting Moves[/u]<br />[list]<br />	[li]None[/li]<br />[/list][i]Freezing Stats:Yes, type crashes. [0x20\STEEL][/i] <br />[i]Notes:Can have Serene Grace or Sand Veil, has a invalid color, a gender ratio of 168, a hatch speed of 25 cycles, 2 EV&#039;s on both Defense and Special Defense, two invalid egg groups and a invalid growth rate.[/i] <br /><br />[attachment=5]<br />[b]Hex:2B99[/b] <br />[b]Name:AnotherVeryLongOne.exe [1970][/b] <br />[b]Pokedex No.000[/b] <br />[b]Encounter Level:Normal[/b] <br />[b]Held item:0x7336 or 0xA877[/b] <br /><br />[u]Base Stats[/u]<br />[b]HP:221[/b]&nbsp; [b]Attack:221[/b]&nbsp; [b]Defence:53[/b]&nbsp; [b]Speed:39[/b]&nbsp; [b]Special Attack:211[/b]&nbsp; [b]Special Defence:211[/b] <br /><br />[u]Starting Moves[/u]<br />[list]<br />	[li]None[/li]<br />[/list][i]Freezing Stats:Yes, type crashes. [NORMAL\0x34][/i] <br />[i]Notes:Very long Dex entry. Can crash.[/i] <br /><br />[attachment=6]<br />[b]Hex:2B9A[/b] <br />[b]Name:Looooooooooong [1959], crashes if viewed.[/b] <br />[b]Pokedex No.000[/b] <br />[b]Encounter Level:0[/b] <br />[b]Held item:0x4437 or 0x3777[/b] <br /><br />[u]Base Stats[/u][b]<br />HP:87&nbsp; Attack:221&nbsp; Defence:221&nbsp; Speed:71&nbsp; Special Attack:221&nbsp; Special Defence:34[/b] <br /><br />[u]Starting Moves[/u]<br />[list]<br />	[li]None[/li]<br />[/list][i]Freezing Stats:Yes,both types crash, [0xDD\0x72] and possibly the ability. [0x76][/i] <br />[i]Notes:Gives 0x1000 if bred (3 entries) (invalid egg groups though), Glitched category and Dex entry.[/i] 


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Dudeopi
poster_email: *****@*****
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  Thanks everyone who helped out. I&#039;ve learned a ton! If I have any more questions I know where to go. 


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
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  &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.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: VaeporSage
poster_email: *****@*****
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  [quote author=Metarkrai link=topic=6868.msg202671#msg202671 date=1476365036]Thanks for the language correction. I thought that &quot;exemplary&quot; was more adapted to the situation, but I&#039;ll go with &#039;copy&#039; now.<br />At first, I was writing some procedures in French then translating them in english, but it turned out to be easier to start in english and then go back to french. I also have many things only written in english now, and a part of my viewers ask me for a french translation :p (I made a huge file for that but it&#039;s still a work in progress).[/quote]<br /><br />I&#039;m curious as to why you find it easier, actually. Do you live in a French-speaking country at the moment, or would you mostly use English in your day-to-day life? I speak some French, Spanish and Irish (not as well as your English) but I don&#039;t think I would ever be able to use any of them over English if I had to describe something in detail to people.&nbsp; :P<br /><br />Oh, one small thing I just remembered is that &#039;identifier&#039; rather than &#039;identifiant&#039; would be better.<br /><br />[quote author=Metarkrai link=topic=6868.msg202671#msg202671 date=1476365036]Glitch Decorations have this annoying habit of screwing the camera, making you oftenly unable to exit the secret base. They also don&#039;t have a sprite (when placed somewhere, you can&#039;t find them unless you use the PC in &quot;Deposit mode&quot;), and all the ones that I could place (some couldn&#039;t) and that allowed me to leave the secret base didn&#039;t seem to have any kind of interaction (Holding A when facing the decoration didn&#039;t do anything).[/quote]<br /><br />I&#039;ve managed to obtain one in Emerald, but of course I can&#039;t remember the very glitchy name, and I don&#039;t have my Pokemon games with me until I go back to Ireland in June.&nbsp; :)<br /><br />Just like you said, it was invisible and adjusted the camera (I was able to see like 8 tiles further into the void than normal), but didn&#039;t do anything important.<br /><br />[quote author=Metarkrai link=topic=6868.msg202671#msg202671 date=1476365036]Some glitch decorations may have an interesting interaction (I don&#039;t know how the game manages that.), and we may be able to place them in a secret base with ACE. (I couldn&#039;t find where and how placed decorations where managed, unfortunately), this is still unknown.[/quote]<br /><br />What kind of interesting interaction?<br /><br />Yeah, I actually overlooked that it wouldn&#039;t be easy to actually obtain glitch decorations in JP R/S even if they did something cool.&nbsp; :P<br /><br />[quote author=Metarkrai link=topic=6868.msg202671#msg202671 date=1476365036]Many thanks for making me learn that glitch moves couldn&#039;t be traded to RS with normal trades (even if it&#039;s a hindrance) as I thought that it was possible.<br />This means that only strings of 24 bytes can be written safely on a PokÃ©mon (overwriting Miscellanous and EVs substructures) to be traded to RS with normal trades.[/quote]<br /><br />Had you tried to trade between R/S and Emerald on an emulator before?<br /><br />[quote author=Metarkrai link=topic=6868.msg202671#msg202671 date=1476365036]Regarding PokÃ©mon 0x19C (Egg), the Egg of an Egg hatches into an Egg.<br />You can even do Eggs of your Egg with Eggs, and they will hatch into more Eggs.[/quote]<br /><br />So in some cases, it&#039;s just a neverending loop of the same type of Egg hatching from the same type of Egg after the same amount of steps?<br /><br />And you can breed this type of Egg (with a Ditto, I&#039;m assuming)? That&#039;s honestly hilarious.<br /><br />[quote author=Metarkrai link=topic=6868.msg202671#msg202671 date=1476365036]I ended up with Egg multiple times when playing with AR codes when I was a kid (mainly because I was using codes for US versions on a French one and without an Anti-DMA) and I played a bit with them (even though they are weak as hell).<br /> I screwed one of my files by breeding an Egg and something, and obtaining an Egg that crashed my game during the hatching sequence. The issue was that the Egg only needed a few steps to hatch, and even by flying to a PokÃ©mon center I couldn&#039;t reach the PC without hatching the Egg.<br />Thus, I was forced to start a new file. I think I lost 3 Emerald, 3 Fr and 1 Lg files due to AR (the last one is a save tranfer issue, the others are idiotic code uses).[/quote]<br /><br />I&#039;ll make sure not to save if I ever end up breeding a 19C Egg then, wow.<br /><br />Surely there must have been an AR code available to delete Pokemon from your party?<br /><br />[quote author=Charmy link=topic=6868.msg202673#msg202673 date=1476366303]<br />Well, if getting attacked by birds after using Fly counts...<br />[/quote]<br /><br />Fun times.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
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  [quote author=VaeporSage link=topic=6868.msg202677#msg202677 date=1476433110]<br /><br />I&#039;m curious as to why you find it easier, actually. Do you live in a French-speaking country at the moment, or would you mostly use English in your day-to-day life? I speak some French, Spanish and Irish (not as well as your English) but I don&#039;t think I would ever be able to use any of them over English if I had to describe something in detail to people.&nbsp; :P<br /><br />Oh, one small thing I just remembered is that &#039;identifier&#039; rather than &#039;identifiant&#039; would be better. [/quote]<br />I&#039;m currently living in France, and I don&#039;t use english in my daily life.<br />No, I prefer using english to first write some procedures because all the structure and explanations at every step are made when I write the procedure for the first time.<br />When I start writing everything in french, I have trouble translating certain expressions/explanations, and I spend quite some time adapting the procedure in english.<br />Whereas in the reverse situation, once the procedure is written in english translating it to french is a lot easier to me (adapting some explanations is easier).<br /><br />[quote]<br />I&#039;ve managed to obtain one in Emerald, but of course I can&#039;t remember the very glitchy name, and I don&#039;t have my Pokemon games with me until I go back to Ireland in June.&nbsp; :)<br /><br />Just like you said, it was invisible and adjusted the camera (I was able to see like 8 tiles further into the void than normal), but didn&#039;t do anything important. [/quote]<br />If you managed to obtain one, that was one of the 7 glitch decorations you can obtain with a Pomeg Glitch corruption. I don&#039;t remember their identifiers, but they don&#039;t do anything interesting.<br /><br />[quote]<br />What kind of interesting interaction?<br />[/quote]<br />I have no idea. It was just a speculation that some glitch decorations (if we place them with ACE) could be interactive (I don&#039;t know how this is managed), and that their script pointer could do nice things/point to RAM.<br /><br />[quote]<br />Had you tried to trade between R/S and Emerald on an emulator before?<br />[/quote]<br />For a long time (at least even before I went here) I rarely used direct trades on emulator. I was copy/pasting the data of the PokÃ©mon I wanted to move from save to save with the Memory Viewer.<br />Since species name aren&#039;t displayed during trades, I thought that glitch PokÃ©mon could be traded.<br />But it turns out that many issues arise with trades, which will complicate things even more.<br /><br />Glitch Moves can only be traded if their name lenght is lower than the usual name lenght on each game. (Both games read and write the glitch move&#039;s name during the trade).<br />Any Glitch Move can be still traded if the PokÃ©mon who knows them is in an Egg.<br /><br />Glitch PokÃ©mon don&#039;t seem to be tradeable from Emerald (probably because of their animation). I don&#039;t know if some Glitch PokÃ©mon bypass that.<br />Any Glitch PokÃ©mon can be traded from Emer to FrLg if the said PokÃ©mon is in an Egg and if a double-corruption is performed on the Egg. (Or trade the PokÃ©mon required for a double corruption and do it on FrLg, until you obtain a cloning glitch PokÃ©mon that will easen things in multiple ways).<br />For RS, only Glitch PokÃ©mon that don&#039;t freeze/crash the game when hatched can be traded (else, the game would freeze/crash on hatching).<br /><br /><br />This will be really annoying for applications on FrLg and RS. (Shinyhunting on RS Trainer Tower, shinyhunting Ghost Marowak, receiving a Bootstrap PokÃ©mon)<br />Also, when corrupting a PokÃ©mon once and hatching the Egg to get a certain Glitch Move, Moves nÂ°2 and nÂ°4 would end up corrupted (usually, 0x4000 and 0x4000, or 0x4505 for in-game traded Plusle because it has contest stats).<br />These moves can&#039;t be removed unless you use day care, which can take some time because you would need to wait until the PokÃ©mon learns 2-3 moves.<br />I will check if I have a countermeasure to make things a bit easier, in order to lessen the hindrance of that issues with trades.<br /><br /><br />[quote]<br />So in some cases, it&#039;s just a neverending loop of the same type of Egg hatching from the same type of Egg after the same amount of steps?<br /><br />And you can breed this type of Egg (with a Ditto, I&#039;m assuming)? That&#039;s honestly hilarious.[/quote]<br />Well, due to too many &quot;Eggs&quot; the message became messy.<br />Eggs containing the Egg PokÃ© will hatch normally, and the Egg PokÃ© will come out.<br />This Egg PokÃ© also happens to have a valid Egg Group and it can be bred with Ditto.<br />Eggs made with Ditto and the Egg PokÃ© will contain an Egg PokÃ©.<br /><br />In my case (when I lost my save), I think that because I used some AR codes without Anti-DMA, an AR code (the one to hatch pokÃ©mon faster) messed up with the data of one of my parents, and turned it into a Bad Egg.<br />Thus, the species of the offspring became different. A Glitch PokÃ©mon whose hatching animation freezes the game was inside the Egg.<br />And I happened to screw myself by saving a few steps before hatching the Egg (maybe because I wanted to see the hatching again, something like that).<br /><br />I was also a complete beginner in AR codes. I couldn&#039;t do them myself and I didn&#039;t have very complete code lists. Thus, I had no code to save myself from this situation (open the PC by talking to a NPC and hitting R, erase a party PokÃ©mon).<br /><br />But if you normally do Eggs with the Egg PokÃ©mon, you won&#039;t have any issue. Same thing with any Glitch PokÃ©mon that can be bred and that doesn&#039;t crash/freeze the game during the hatching sequence.<br />


subject: Re: Decamark Researcher Signup Thread
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
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  [quote author=Torchickens link=topic=3493.msg202662#msg202662 date=1476305974]<br />Chrome notice that the file is malicious for some reason.<br />[/quote]<br />Chrome&#039;s malicious notice depends on one thing: How many times have Chrome users downloaded this? If the number&#039;s not high enough within 30 days or so of the first download, it&#039;s seen as potentially malicious and Chrome freaks out. <br /><br />Hope that helps :P


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  As I&#039;m proficient in Python 2, I&#039;ll see if I can get glitch editing to work, because reasons. Unless I can find a way to allow glitch Pokemon editing AND you want me to release the fixed version, it&#039;ll most likely only be used by me, so no one ask for it plz ty.


subject: Perish Song's behavior in Colosseum
poster_name: SgvSth
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  Just curious if anyone knows how Perish Song is programmed in Colo along with how the game decides to end the battle, due to a bug I have seemed to have found or at least a variation on an old one.&nbsp; I have recently obtained a copy of Colo and knew about the standard bug with Perish Song, in which if an enemy faints due to a status ailment while Perish Song has been used on the player&#039;s PokÃ©mon, then that PokÃ©mon will gain Exp depending on what the Perish Count was at.&nbsp; <br /><br />I forgot about needing a status ailment when I taught Perish Song to Misdreavus, though I found it was useful to have while going through Mt. Battle.&nbsp; Near the end of Area 7 is a battle that involves a Pupitar that knows Sandstorm.&nbsp; During my battle, Pupitar was not doing much damage and was mostly trying to keep Sandstorm on the field, so I ended up focusing on attacking the other PokÃ©mon so that I could get the trainer&#039;s team down to two for a guaranteed win with Perish Song.&nbsp; As it turned out, I believe that the battle entering the final turn had me with an Ampharos and a Misdreavus against the Pupitar.&nbsp; Ampharos and Pupitar has a Perish Count of 1, I had a Flygon holding an Exp Share in the party, and a sandstorm was raging.&nbsp; Whatever I did, neither side lost a PokÃ©mon.&nbsp; The sandstorm did its damage, Pupitar fainted to Perish Song, and I gained the Exp.&nbsp; Then, Ampharos fainted to Perish Song, I gained more Exp., and the battle ended.&nbsp; <br /><br />Testing has shown that Pupitar needs to faint to a Perish Count before the PokÃ©mon on my side faints to the same Perish Count, that Sandstorm might play a factor, that an Exp. Share might be require, and that the PokÃ©mon on the other side might need to be immune to Sandstorm damage, and that the PokÃ©mon on my side might need to take Sandstorm damage.<br /><br />I was hoping that someone would know about how Perish Song is program to see why it has issues dealing with when PokÃ©mon faint and how much Exp it deals out, among other possible oddities.&nbsp; Just in case someone would like to look at how things occurred, I have a partial transcript of the last turn from one of my tests.<br /><br />---<br /><br />Ampharos takes damage due to Sandstorm.<br />Pupitar has a Perish Count of 0.<br />Pupitar faints due to Perish Count.<br />- Guy Odon is out of usable PokÃ©mon at this point. -<br />Ampharos gained 180 Exp.<br />Umbreon gained 180 Exp.<br />Flygon gained 904 Exp. (Exp Share + Participated)<br />Misdreavus gain 180 Exp.<br />Ampharos has a Perish Count of 0.<br />Ampharos faints due to Perish Count.<br />- I am down to 5 PokÃ©mon remaining at this point. -<br />Umbreon gained 241 Exp.<br />Flygon gained 966 Exp. (Exp Share + Participated)<br />Misdreavus gained 241 Exp.<br />- The game considers the battle to now be over. -<br /><br />---


subject: Re: Gen III Extended Hacking Suite [for viewing Decamark info]
poster_name: Stackout
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  [quote author=Yeniaul link=topic=7127.msg202680#msg202680 date=1476475865]<br />As I&#039;m proficient in Python 2, I&#039;ll see if I can get glitch editing to work, because reasons. Unless I can find a way to allow glitch Pokemon editing AND you want me to release the fixed version, it&#039;ll most likely only be used by me, so no one ask for it plz ty.<br />[/quote]<br />hahahahaha no, unless you really want to corrupt other parts of the ROM :)


subject: Re: Arbitrary code execution in Red/Blue using the &quot;8F&quot; item
poster_name: Pavel
poster_email: *****@*****
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  [quote author=Krys3000 link=topic=6638.msg202647#msg202647 date=1476263607]<br />[quote author=Pavel link=topic=6638.msg202494#msg202494 date=1475003188]<br />Ok, I have found what I was looking for. I decided to get my hands dirty and look directly into the disassembly tool. I looked at the address â€˜3E48â€™, as specified in the code for the R/B USA version, saw what the asm code looked like, and found one similar not far from this in the French Yellow version memory: in this version, the recipe for receiving a pokemon starts at 3E5C, which correspond to x92 instead of x72 for the TM05 quantity.<br /><br />Now the code works wonder, I can receive the pokemon of my choice at lvl2 : )<br /><br />Thanks again for having taken the time to answer my questions and my messages : ) !<br />[/quote]<br /><br />Congratz! Don&#039;t hesitate to post the whole code here (and on PRAMA if you can) for everyone to use it :)<br />[/quote]<br /><br /><br />Gotcha Krys3000, here is a recap of what I found to work with Pokemon Yellow French version:<br />Those are the result of browsing this forum (thanks to the original authors of the codes!), the help of various members on this forum (thanks again!) and a bit of tinkering an research of mine to make it work on French Yellow version.<br /><br /><br />Cloning via daycare:<br />1: wsm<br />2: any item<br />3: X Accuracy x76<br />4: Carbos x218<br />5: Max Revive x01<br />6: TM01 x(any)<br />Put the pokemon in the daycare, retrieve it, then use wsm; now you can retrieve the pokemon one more time<br /><br /><br />Force encounter with a pokemon of a specified species (lvl is not guaranteed, for me it was lvl11 usually) :<br />1: Any item<br />2: wsm<br />3: Lemonade x[SpeciesIndex] (http://glitchcity.info/wiki/The_Big_HEX_List)<br />4: TM34 x93<br />5: TM08 x201<br /><br /><br />Receive a lvl 2 pokemon of a specified species (as if a NPC was giving it to the character):<br />1: Any item<br />2: wsm<br />3: Repel x[SpeciesIndex] (http://glitchcity.info/wiki/The_Big_HEX_List)<br />4: X Speed x14<br />5: Ultra Ball x64<br />6: TM05 x92<br />7: Lemonade x201<br />Note : the lvl is equal to the hex ID (http://glitchcity.info/wiki/The_Big_HEX_List) of the item in the fifth position (here, the Ultra Ball)<br /><br /><br />Make the first pokemon of the team learn any attack:<br />1: wsm<br />2: Any <br />3: X Accuracy x122/121/120 (slot nÂ°4, 3 and 2 respectively)<br />4: Carbos x209<br />5: Max Revive x[MoveIndex] (http://glitchcity.info/wiki/The_Big_HEX_List)<br />6: TM01 x(any)<br /><br /><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 />Max Pokemon Lvl: <br />First Pokemon: X Accuracy x144, Carbos x209<br />Second Pokemon: X Accuracy x188, Carbos x209<br />Third Pokemon: X Accuracy x232, Carbos x209<br />Fourth Pokemon: X Accuracy x20, Carbos x210<br />Fifth Pokemon: X Accuracy x64, Carbos x210<br />Sixth Pokemon: X Accuracy x108, Carbos x210


subject: Re: ask and answer questions
poster_name: ISSOtm
poster_email: *****@*****
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  It was when I was trying the wrong gender palette in Crystal, so it felt &quot;meh&quot;.<br /><br />How many home consoles do you have ? Which ones ?


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  Okay, after some thinking, trades are no longer a big issue to the transfer of Glitch Moves/PokÃ©mon to RS/FrLg.<br />I wrote a paste to summarize every case : http://pastebin.com/237FpUTf<br />I&#039;ll try to make a video about it, since some of the procedures I had required having Glitch Moves/PokÃ©mon in RSFrLg (especially Shinyhunting in RS Trainer Tower).<br /><br />Basically, everything works well except the transfer of Glitch PokÃ©mon on RS. (Only those that can hatch without crashing can be efficiently transferred)<br /><br />Regarding ACE :<br />- The ACE Glitch Move can be transferred since it comes down to transferring a Glitch Move.<br />- The Bootstrap PokÃ©mon can be transferred if we corrupt its TID to turn it into an Egg (the Bootstrap isn&#039;t stored on PPs nor Friendship, so it will not be affected by a TID corruption)<br />- Glitch Items can be transferrer without issues (their full names are never read except in Berry/Tm Pouches)<br />- The two Glitch PokÃ©mon required to call the overworld script subroutine can be transferred if we corrupt their TID to turn them into Eggs. (the code stored on these PokÃ©mon isn&#039;t stored over PPs nor Friendship, so it will not be affected by a TID corruption).<br /><br />The main downside would be a new risk to get confused between each Egg, since their only disinguishable parts would be their nickname and their markings.<br />Thus, instead of having two PokÃ©mon to call the overworld script subroutine, it could be interesting to have three of them. (One that stored the 32-byte code, one that stores the adress of the overworld script subroutine, one that stored the adress of the 1st PC Item with a certain DMA translation).<br />This way, the second and third PokÃ©mon would only have their EVs manipulated, and wouldn&#039;t have Glitch Moves/wouldn&#039;t be Glitch PokÃ©mon. Thus, they could be distinguished with Held Items, the procedure would even be a bit simpler, and the amount of Eggs on a RS/FrLg cart would be lessened.<br /><br /><br />-[b][u] EDIT :[/u][/b]<br /> In FrLg, the in-game traded Lickitung can be turned into a Corruption Initiator.<br /><br />Thus, turning Heart Caterpie into an Egg is not necessary for FrLg, which reduces the amount of Eggs you would have to 1 (the Egg of the PokÃ©mon storing the main part of the code to call the overworld scripts subroutine).<br /> This in-game traded Lickitung can also be used as a corruption initiator on Emerald (you just need to give it 6 PokÃ©blocks and 1 Calcium, which is faster than double-corrupting Horsea + ...).<br /><br />The 32-bytes long code also works on Emerald (tested on French Emerald) as expected, but didn&#039;t work on RS.<br />However, Wack0&#039;s initial code for RS happens to be 32-bytes long if you offset the 2 variables that depend on the RS version :<br />[quote]<br />; fasmarm syntax<br />processor cpu32_v4t ; ARMv4t (GBA cpu)<br />thumb ; we don&#039;t want an ARM-mode payload<br />; code starts below<br />push {r0-r1, lr} ; save r0, r1, lr to stack<br />; is this our first time? if so, run the payload<br />lsrs r1,24<br />cmp r1,8<br />beq run_payload<br />; we&#039;re being called a second time, just remove the task<br />ldr r1, [move_anim_task_del+8]<br />bl _call_via_r1<br />pop {r0-r1, pc}<br />run_payload:<br />; actual payload here<br />ldr r1, [script_run+8]<br />ldr r0, [script_vmip]<br />bl _call_via_r1<br />pop {r0-r1, pc}<br /><br />_call_via_r1:<br />bx r1<br /><br />script_vmip:<br />dw 0x02033F70 ; adress on PC PokÃ©mon data to easily test 25 10 11 02 (triggers credits)<br />move_anim_task_del:<br />dw 0x08075DB9<br />script_run:<br />dw 0x080659E5<br /><br />[/quote]<br /><br />Thus, the main 32-bytes of this code can be stored on a PokÃ©mon&#039;s data (this PokÃ©mon then being turned into an Egg with a TID corruption), and the two remaining double-words can be stored on two separate PokÃ©mon (first double-word of their EVs substructure).<br /><br />The main 32-byte part of the code would be different than the one for E/FrLg, but this would still be fine.<br /><br />However, two other PokÃ©mon would be needed for RS :<br />-One that stores a 32-bytes long code to set the quantity of a certain PC Item to 0x0000 (in order to be able to write overworld scripts easily with PC Items, as well as other codes).<br />-One that stores the main part of the loop (with a jump towards the adress of PC Item nÂ°1), in order to execute longer codes (because every code in RS needs that loop to be executed well, and the place left for the payload is really tiny).<br /><br /><br />The adresses of move_anim_task_del differ between each language, Ruby and Sapp, and v1.2 and 1.0, which makes more cases than with E/FrLg.<br />I also need to look for ACE Glitch Moves for every RS game, because there are no low identifier glitch moves that do the job (glitch moves with identifiers below 0x2000 generally share their effects/animation pointers with all the different language versions, which makes them quite useful for that kind of task) For now, I only have ones for Ruby Fr and Ruby US.<br />


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Bert
icon: xx
body:
  &gt;Find old tape recorder<br />&gt;Listen to stupid s**t I recorded back when I was like 10<br />&gt;It&#039;s so fucking cringe-inducing but awesome at the same time<br /><br />Why can&#039;t I be that happy again.<br /><br />What the f**k happened.<br /><br />When does this life thing get good.<br /><br />0/5 will not recommend to friend or relative.


subject: Re: Favorite PokÃ©mon
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Y&#039;know who&#039;s a really cool PokÃ©mon? Salamence.<br /><br />[img]http://wikimon.net/images/5/5c/Imperialdramon.jpg[/img]<br /><br />Pic related, it&#039;s Salamence.


subject: Re: The Member's Guide to Topiclessness
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=3088.msg202691#msg202691 date=1476740316]<br />&gt;Listen to stupid shit I recorded back when I was like 10<br />&gt;It&#039;s so fucking cringe-inducing but awesome at the same time[/quote]<br />I can relate, I recorded on my mom&#039;s (now dead) laptop using the webcam and a mirror, my first PokÃ©mon ROM edit. it pretty much made all the music stop and just showed &quot;1 error.&quot; and i thought it was the coolest shit ever.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Heheh I&#039;m awake at 6 AM, heheh<br />BTW:Waiting for the Sun and Moon demo that was supposed to be released today.


subject: Gender preferations.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  NOTE:Read the third post.<br />Original message down below.<br /><br /><br />Well, after I started the PokÃ©mon Emerald GenderDex, I stopped (at least partialy) felling weird when playing as the female protagonist (in this case, some invalid genders). I kinda want to (at least once) play as the female protagonist, but I don&#039;t know when. A bunch of normal people do this (including even my brother and his friend) so I feel like I should try too. Tell me when in the poll.<br />Also, tell me which gender do you prefer to play as and why.<br /><br />NOTE:I will be changing this poll to &quot;which game do you want me to do like this&quot; on October [s]25[/s]22. For now, keep voting.<br />NOTE2:Due to this poll&#039;s unactivity. I shortened it by a few more days.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [size=1pt]According to the leaks today, Luchalitten, Robinroot, and the water starter&#039;s final maid-like evolution whose name I can&#039;t remember are real.[/size]


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  As long as they don&#039;t implement Wild Arms 4 (or was it Alter Code F?)-esque Save Coin bullshit, I&#039;m okay with it.


subject: Re: The Member's Guide to Topiclessness
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Bert
icon: xx
body:
  [quote author=drc link=topic=3088.msg202693#msg202693 date=1476759696]<br />[quote author=Bert link=topic=3088.msg202691#msg202691 date=1476740316]<br />&gt;Listen to stupid s**t I recorded back when I was like 10<br />&gt;It&#039;s so fucking cringe-inducing but awesome at the same time[/quote]<br />I can relate, I recorded on my mom&#039;s (now dead) laptop using the webcam and a mirror, my first PokÃ©mon ROM edit. it pretty much made all the music stop and just showed &quot;1 error.&quot; and i thought it was the coolest s**t ever.<br />[/quote]<br /><br />Last night while listening to one of the tapes I came across what could only be described as Coronation Street on amphetamines.<br /><br />So my friend Chris and I are two blue collar alcoholics who&#039;re fed up with the s**t hands life dealt us. I go home to find my wife in bed with Michael Jackson and promptly kill them both. Chris and I meet at a pizzeria that evening (which doesn&#039;t have any pizza toppings; this is a point of contention for Chris, if I&#039;m hearing the warped audio correctly) and he confesses he killed his wife as well.<br /><br />Once I put in my two weeks notice and Chris gets fired for missing work because his other other other other other other grandma died, we learn that our crimes have been discovered and high tail it out of there. The truck breaks down in some hick town and we&#039;re taken in by an elderly family. After a few weeks we think we&#039;re in the clear and decide to continue on, but during the drive we discover a convoy of police, FBI, CIA, and outraged citizens waiting. In the ensuing showdown we have a lightsaber battle with everyone and everything, eventually killing the opposition and continuing the drive to freedom.<br /><br />This was entirely improvised and we were 13.<br /><br />It was awesome.<br /><br />There&#039;s a ton of other recorded shenanigans like this, too.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Do spoiler tags still exist? I hope that, since the demo has been datamined, they&#039;ll be heavily used throughout the coming month.


subject: Re: Stupid Answers to Smart Questions
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  heâ€™strasy kiabecre mus. elecre musicade optricade Ny me ne!<br /><br />(OOC: I&#039;m tempted to make a conlang of your avatar now...)<br /><br />Why is Mimikyu so awesome?


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t understand about why you&#039;d need spoiler tags around discoveries of new PokÃ©mon/items/moves etc. Never did understand why some people considered those &quot;spoilers&quot;.<br /><br />I guess the only thing I&#039;d consider a spoiler is something about the storyline.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=7441.msg202703#msg202703 date=1476889882]<br />I don&#039;t understand about why you&#039;d need spoiler tags around discoveries of new PokÃ©mon/items/moves etc. Never did understand why some people considered those &quot;spoilers&quot;.<br />[/quote]<br />I guess I just like things to be a surprise lol. When I see a Pokemon for the first time I wanna be like &quot;wow, what is THAT?&quot; rather than &quot;oh, it&#039;s THAT thing&quot;.<br /><br />Sorry if this came off as snarky - not intended!


subject: ORAS team (prepping for sun/moon)
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A more casual build from my end. IVS are not maxed but thanks to hyper training getting introduced i won&#039;t have to care.<br /><br />[b]Forretress [/b]<br />bold sturdy<br />252 hp 252 def 4spd<br />Leftovers<br /><br />spikes<br />toxic spikes<br />rapid spin<br />stealth rocks<br />[b]<br />Lopunny[/b]<br />jolly limber<br />252 atk 252 spd 4 def<br />lopunnite<br /><br />fake out<br />power up punch<br />return<br />hi jump kick<br /><br />[b]Heracross[/b]<br />jolly moxie<br />252 atk 252 spd 4 def<br />choice scarf<br /><br />Close combat<br />megahorn<br />Knock off<br />earthquake<br /><br />[b]Gengar[/b]<br />timid levitate<br />252 spatk 252 spd 4 spdef<br />life orb<br /><br />shadow ball<br />sludge bomb<br />destiny bomb<br />focus blast<br /><br />[b]Clefable[/b]<br />bold unaware<br />252 HP 252 def 4 spdef<br />red card<br /><br />Moonblast<br />wish<br />protect<br />calm mind<br /><br />[b]Shuckle[/b]<br />calm contrary<br />252 spdef 252 hp 4 def<br />rocky helmet<br /><br />Infestation<br />Shell Smash<br />Toxic<br />Rest


subject: Re: ORAS team (prepping for sun/moon)
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Personally I&#039;d give Forretress Explosion over Spikes or Toxic Spikes just to give it more offensive capabilities in a pinch. Maybe getting rid of Toxic Spikes would be your best bet since you already have Toxic on Shuckle.<br /><br />I&#039;m curious to see why you&#039;d allocate your Mega Evolution space to Lopunny rather than Gengar. Mega-Gengar&#039;s ability to trap opponents is huge (at least in the Gen VI meta) - Mega-Lopunny is a good Pokemon but I don&#039;t think it compares to Gengar. It would do decently with a Life Orb, too, so it&#039;s not like the switch is crippling.<br /><br />Other than that I like your team!


subject: Re: Stupid Answers to Smart Questions
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  My chili dog!<br /><br />(OOC: How did you even cause your avatar to exist?)<br /><br />What is the best TM and why is it not TMZ4?


subject: Re: Stupid Answers to Smart Questions
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  I like TM666 teaching &#127828;BURGER THROW&#127828;.<br />[quote author=Carl Miller link=topic=4875.msg202709#msg202709 date=1476948634]<br />(OOC: How did you even cause your avatar to exist?)<br />[/quote]<br />Self-hacking Gold, I Also got &quot;[b]sucky Channel[/b]&quot;, yeah, Sucky Channel is the best channel.<br /><br />Do you like pepperoni secrets?


subject: Re: ORAS team (prepping for sun/moon)
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=7677.msg202708#msg202708 date=1476943414]<br /><br /><br />I&#039;m curious to see why you&#039;d allocate your Mega Evolution space to Lopunny rather than Gengar. Mega-Gengar&#039;s ability to trap opponents is huge (at least in the Gen VI meta) - Mega-Lopunny is a good Pokemon but I don&#039;t think it compares to Gengar. It would do decently with a Life Orb, too, so it&#039;s not like the switch is crippling.<br /><br />Other than that I like your team!<br />[/quote]<br />I pilot mega lopunny over gengar to stay out of smogon&#039;s uber tier, and it is usually in my favor that the opponent switches out anyways. I was thinking of running custap berry explosion on forretress, but I&#039;m having trouble locating the berry to even start play testing that set.<br /><br />Appreciate the feed back by the way!


subject: Re: ORAS team (prepping for sun/moon)
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Probably the most efficient way to get the berry is to use the Pokemon Global Link online (if it hasn&#039;t closed yet) and do one of the attractions over and over again. You&#039;ll get berries each time you complete one and I believe the Custap Berry is one of the rewards.


subject: Re: ORAS team (prepping for sun/moon)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The Global Link also has a promotion, everything is 50% off due to the Global Link shutting down in a week or two.


subject: Re: ORAS team (prepping for sun/moon)
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I haven&#039;t registered for the global link, do you still think it would be possible to do so? Either way I&#039;d be glad to trade for one if to save me some time.


subject: PokÃ©mon Sun and Moon Release.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: exclamation
body:
  Remember guys! Sun and Moon get released on 18 November 2016 in the US and possibly Japan, and 23 in Europe. The date for Australia is currently unknown, but it will probably be the same as Europe. &#128670;HYPE TRAIN&#128670;.


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Anyway, since I played the demo, I realised I can&#039;t wait to play Sun/Moon.<br /><br />Not that I&#039;d consider myself hyped, I mean, I&#039;d always said to myself I was going to play it anyway no matter what pre-release material said it was like.


subject: Re: PokÃ©mon Sun and Moon Release.
poster_name: Xiphiidae
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7678.msg202718#msg202718 date=1477043871]<br />Remember guys! Sun and Moon get released on 18 November 2016 in the US and possibly Japan, and 23 in Europe. The date for Australia is currently unknown, but it will probably be the same as Europe. &#128670;HYPE TRAIN&#128670;.<br />[/quote]<br />Both [url=https://ebgames.com.au/3ds-208723-Pokmon-Moon-Nintendo-3DS]EB Games[/url] and [url=https://www.jbhifi.com.au/games-consoles/platforms/nintendo-3ds/pokemon-sun/942460/]JB Hi-Fi[/url] have the Australian release date listed as the 18th of November. 


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Also, do you know if the &quot;early purchase&quot; Munchlax is retail exlusive? I want that Snorlium-Z.


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m trying to get a decent battle engine for my game, so to test it I drew some faces, arms and bodies for a test character... but then I realized I needed to pixelate them without my computer.<br /><br />Now, there is a 1.1 kB program running on my TI-84+ SE calculator that provides a 32x32 pixel monochrome image edition.<br />I feel so buffed.


subject: Re: Gender preference.
poster_name: Max
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I would recommend playing which ever gender you think is more fun. For me, in a role-playing setting (PokÃ©mon included) I like to be immersed in the game.<br /><br />Personally I play role-playing games as a male protagonist. I do this because, as a male (who gender-identifies as male), it takes extra effort to immerse myself in a game where I am female. For me personally, dialogue addressing me with female pronouns may break the [i]suspension of disbelief[/i].


subject: Re: Favorite PokÃ©mon
poster_name: Max
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  My favorite in Gen I is probably Cloyster. It looks pretty cool and is a great counter to Tauros and Starmie on PokÃ©mon Stadium, not to mention Clamp in Gen I.


subject: Re: Gender preferations.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [s]Well, I guess I&#039;ll flip a coin three times whenever I start a new save file. [/s] I have now decided differently, I&#039;ll play as who I want. Re-Locked the thread.


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202723#msg202723 date=1477050862]<br />I&#039;m trying to get a decent battle engine for my game, so to test it I drew some faces, arms and bodies for a test character... but then I realized I needed to pixelate them without my computer.<br /><br />Now, there is a 1.1 kB program running on my TI-84+ SE calculator that provides a 32x32 pixel monochrome image edition.<br />I feel so buffed.<br />[/quote]<br />#TI8xASMIsStillRelevent


subject: Re: PokÃ©mon Moon and Sun Discussion
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The Nintendo website says that the Munchlax has to be obtained via internet before January 11th - since the promo is through the internet rather than through retail (in the form of a code or something), I wouldn&#039;t imagine the Munchlax would be a retail exclusive.


subject: Re: Favorite PokÃ©mon
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Max link=topic=2988.msg202727#msg202727 date=1477085446]<br />My favorite in Gen I is probably Cloyster. It looks pretty cool and is a great counter to Tauros and Starmie on PokÃ©mon Stadium, not to mention Clamp in Gen I.<br />[/quote]<br />Plus Gen VI. Shell Smash + White Herb + Skill Link + Icicle Spear = killing machine.


subject: Re: ORAS team (prepping for sun/moon)
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yeah I think you&#039;d still be able to. Registering takes less than 10 minutes so you&#039;ll have lots of time.


subject: Nintendo Switch Discussion Thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  With the reveal of Nintendo&#039;s new home/portable console Hybrid, the Switch (reveal trailer can be seen [url=http://here]https://www.youtube.com/watch?v=f5uik5fgIaI[/url], a new era in gaming will certainly be ushered in in only a few short months.<br /><br />For me, the console poses two major questions - <br /><br />We already know that the console will be the successor to the Wii U, but what about the 3DS? As a home/portable console, I&#039;d have to imagine that Nintendo is planning that the Switch will be the successor to both consoles - why would any developer bother making a game for a strictly portable console (the 3DS), when they can put the same resources into making a game on the Switch, where the same game can be played both on-the-go and at home, on a TV.<br /><br />What will the backwards compatibility function like? We already know that Wii U games and Wii games will not be compatible with the Switch, but I&#039;d have to imagine Nintendo would include some way (i.e. Virtual Console) to transfer some Wii U treasures over to the Switch. What about Wii U and Wii accessories, like the Pro Controller, Gamepad, and Wiimote? Will those be compatible with the Switch or not? We could be looking at Nintendo entirely throwing out the &quot;innovations&quot; they&#039;ve made over the past few years with the Wii and Wii U and going back to basics with the Switch - something I think is entirely needed.<br /><br />Anyway, Switch discussion thread. Prepare your hype accordingly.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: clay-doll
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Alright, I did some testing if it was possible by using Metarkrais method for unlocking Faraway Island/Birth Island [http://pastebin.com/8N9sGwpb] to also set the Bit for accessing Navel Rock. As far as I understood (I have poor knowledge of programming) the game selects Ram data for your currently active battle slot at an offset that is randomized through DMA and interprets these 100 Bytes as Pokemon Data. By changing values to one of these Slots, they will overwrite as its falsely interpreted. Outside of battle they keep their usual properties and thus the Bits that were set will activate the corresponding events. In Metarkrais method this was done by loading the Byte that also stores the activation of Faraway Island/Birth Island as the Pokemons current HP. By letting your active battle slot lose a certain amount of HP it is then possible that the new value has the island Bits set. <br /><br />However from what I could tell, the Byte that stores Navel Rock gets only loaded as the Pokemons status condition. I was thinking, as Bits 0-3 are responsible for sleep, and Navel Rock activtion is Bit 0, a sleep move for 1, 3, or 5 turns would set the flag. I encountered a problem there, as described in Metarkrais pastebin Bit 4 of the Navel Rock Byte is always set due to an event relatively early in game. As Bit 4 manages Burn as status condition, you cannot be put to sleep in the first place. I tried manually putting the value for all Bits to 0, so I would no longer suffer from status condition, however I still couldn`t get it to work, as status moves simply would do nothing (they will either miss or no text appears at all and the value does not update). I find this odd, as I could in fact change values of other Bytes by receiving status. But I don`t know what the exact properties there were.<br /><br />So I guess this plan is destined to fail, so I wanted to ask what the current state of this is? What would be needed in order to activate Navel Rock, I guess only through ACE in the future?<br /><br />Also great job you guys, with all the research and work you are doing, I check this forum every now and then and it is hugely insightful!


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=clay-doll link=topic=6868.msg202735#msg202735 date=1477140879]<br />Alright, I did some testing if it was possible by using Metarkrais method for unlocking Faraway Island/Birth Island [http://pastebin.com/8N9sGwpb] to also set the Bit for accessing Navel Rock. <br />[/quote]<br /><br />Oh yeah, now that you talk about it, I think that I may not have clearly written that result somewhere (maybe in an old post but I don&#039;t remember it at all).<br />Since the paste you mentioned was mainly written to help people realazing the trick, I left little to no indications about how and why things worked (just information on flags and values required because I needed that when testing things or when trying to understand what happened for people that didn&#039;t get the expected result).<br /><br />As you said, Navel Rock could have been unlockable if the sleeping turns could be changed to an odd amount. (Provided the fact that you have a Glitch PokÃ©mon with a species name that will set the value for &quot;currently fighting Party Slot&quot; to 0x68 or 0x69, which is not the case on US and Jap Emerald versions)<br /><br />Since the PokÃ©mon data of the sent PokÃ©mon is read on RAM data, you can&#039;t expect it to have a valid checksum, so it will be a Bad Egg. (unless certain specific cases)<br />This RAM data is also a hindrance regarding moves : you have little to no control on the 4 moves that Bad Egg would know, and you can easily have a glitch move in there that freezes the game when you open the Move menu.<br /> Thus, you can&#039;t use your own moves to change your status/pass turns.<br /><br /> You also can&#039;t use Bag Items on your PokÃ©mon because you can&#039;t use items on an Egg/Bad Egg.<br /> Since no PokÃ©mon can cure your status, you are extremely limited in the variations of statuses with this technique (basically, either obtaining a sleep/poisoning or increasing the grave poison counter).<br /><br />I also searched other flags/values that would give nice results when altered with this glitch, but the only working one I found was the value of the species of a swarm.<br />With a Skitty swarm, you could obtain a Masquerain or a Wailord swarm by burning some sleeping turns.<br />However, if you wanted the Bad Egg to have no glitch moves, you needed the TV news related to the swarm to be ordered first in the list of TV news. (else, the PID and TID of the Bad Egg were read on values that weren&#039;t 0x00000000 and the Bad Egg would have crappy glitch moves).<br /><br /> And I couldn&#039;t understand how the game managed the ordering of TV news : There is a certain amount of slots that either contain an active news (that hasn&#039;t been seen yet), an old news (that has been seen), or nothing.<br />When the game generates a new news, it stores it in a TV news slot. If there is an old news of the same type, that old news is replaced by the new active news. Else, some news is replaced (I don&#039;t know which). Thus, an active news about a swarm may not be in the first slot when it is generated.<br />Sometimes, (I don&#039;t know when) the news are reordered with active news in front and old news behind. If your only active news is the swarm one, this one will be in front and you will be able to change the species of the swarm. But I wasn&#039;t able to find what triggered this reordering.<br /><br /><br />More recently, I found another use of that glitch to corrupt a PC Item&#039;s quantity : http://pastebin.com/Ke3wUsZX<br />Instead of corrupting a PC Item quantity with an usual Pomeg Glitch Data Corruption which corrupts some values sporadically from PC PokÃ©mon data to PC Items, doing it by decreasing the HP of a PokÃ©mon in a faraway party slot only corrupts 2-3 values in PC Items.<br />Thus, it is easier to build a code with PC Items with this technique.<br />The technique is also a bit faster because you only need to do one wild battle and check if the Bad Egg you sent to the fight has the correct HP amount, whereas for a Pomeg Glitch you need to make one preliminary battle.<br /><br /><br />[quote] I tried manually putting the value for all Bits to 0, so I would no longer suffer from status condition, however I still couldn`t get it to work, as status moves simply would do nothing (they will either miss or no text appears at all and the value does not update). [/quote]<br />When you changed the value of the bits to 0 to have no status, did you do that during the battle or before it ?<br />Because during the battle, the game copies the RAM data of the currently fighting PokÃ©mon somewhere, and it uses this copied data to determine the PokÃ©mon&#039;s condition.<br /> So if you want to change the PokÃ©mon&#039;s status/HP/Moves during a battle to test things, you need to change the copied values, not the original ones. (When the status/HP/Moves are changed, both the original and copied values change, though.)<br /><br /><br />Unfortunately, out of all the currently known ways to corrupt RAM data using Pomeg Glitch/Glitch PokÃ©mon/Glitch Moves/Glitch Items/Glitch PokÃ©mon species name, no one can safely corrupt interesting flags like Navel Rock or Altering Cave. (because these flags are not affected by some corruptions because of their location in a double-word, and because the corruptions that would change them would also change/overwrite a ton of values and freeze the game).<br /> It may be possible to get 1-2 interesting flags with new ways to corrupt RAM data, but that would be the limit of the possibilities of Pomeg Glitch Data Corruption outside of PokÃ©mon Corruption and ACE.<br /><br />Even if ACE has a setup that requires ~20 Glitch Items, 4-5 specific trainings, some glitch pokÃ©mon, and other specific uses of Pomeg Glitch, (which make it longer than reading a glitch pokÃ©mon species name at slateport fan club) it is far more flexible and stands out as the main way to unlock event/rare elements.<br />So yeah, Navel Rock in US Emerald only seems to be unlockable with ACE.


subject: Re: Press Ctrl+V or Cmd+V or whatever and post
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &quot;02024590&quot;<br /><br /><br /><br />The default location of the gender managing address in FRLG btw. 


subject: Re: Favorite protagonist
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=camper link=topic=7680.msg202741#msg202741 date=1477205422]<br />Where are Ethan and Lyra?<br />[/quote]<br />Oh yeah, forgot about them, it was like 1 AM when I posted this so understand please.


subject: Pokemon's nickname randomly got really long?
poster_name: Paras
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hi, kind of a glitch noob here but I never saw this happen before so I thought I&#039;d post about it. Okay, first off, this was on a Blue rom and I had used the Universal Pokemon Randomizer on it, so I don&#039;t know if that maybe had something to do with it somehow (though I use it a lot and I had never seen it cause a glitch like this). But I hadn&#039;t used any other glitches or gameshark codes etc, in this game. <br /><br />Basically, I had a Nidorino in the PC, and his nickname somehow changed to have a really long space and the letters &quot;LFAF&quot; at the end of it. I&#039;ve heard that some glitch Pokemon have really long names, never really messed around with them myself, but I think they have this same effect, I would have to press A/B a lot on any screen his name was on, like I had to scroll through it (even if his name wasn&#039;t actually in the text box at the bottom). (So you can probably skip the next paragraph if you know the effects of long names haha)<br /><br />I first noticed this when I was going to withdraw a Pokemon from the PC, and when scrolling through the Pokemon, it would stop scrolling whenever the Nidorino&#039;s name scrolled onto the screen, until I pressed A/B. His name looked normal in the PC, but after pressing A/B it said just &quot;LFAF&quot; in the text box at the bottom, and when withdrawing him it said &quot;(long space taking up a few lines) LFAF was taken out.&quot; Looking at his stats would give a blank white screen until I pressed A/B, and the little text that says &quot;IDNo/&quot; and &quot;OT/&quot; was missing on his stats screen. Looking at the party screen when he was in it would also give a blank white screen at first, and when I tried battling with him, I would have to constantly press A/B, sometimes 3 or 4 times in a row, before anything would happen. Going to the name rater and changing his name fixed all of this of course.<br /><br />Soooo any ideas how this could happen to a normal non-glitch Pokemon, when I hadn&#039;t even used any glitches or seen any glitch Pokemon in the game? I had about 4 PC boxes full of Pokemon and this was the only one it happened to, so far. The only thing abnormal about my Pokemon really is that they know moves that they normally shouldn&#039;t, due to the randomizer (not glitch moves or anything). The last move on the Nidorino&#039;s move list was Razor Leaf, so I wondered if maybe the &quot;LFAF&quot; came from the &quot;LEAF&quot;. Or could it be something to do with other Pokemon in that box? I had just caught a Gastly and Graveler and deposited a Seaking in there before I noticed this glitch. I even had that Nidorino in my party before and his name was perfectly normal then. So yeah, what&#039;s going on here?


subject: Re: Pokemon's nickname randomly got really long?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Maybe a emulation error? I&#039;ve been using this randomizer since 1.6.1 and nothing like this ever happened to me, this is similar to how randomized Bing Crystal cleaned my current box every now and then. It was just JP Crystal with the text being translated with Bing.


subject: Compilation of all known Pokemon Red/Blue EU errors
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Crystal_
icon: xx
body:
  This is a compilation of all Pokemon Red/Blue UE errors, bugs, and glitches (whichever term you prefer to use, but I believe error is the more generic one to describe all of them) that I know of. This list does not cover all the possible side effects or exploits of a given glitch, just the programming or design error that causes it. In other words, instead of covering all the possible outcomes of playing in a game state that wasn&#039;t intended (8F ACE, MissingNo. HoF corruption, WTW from exiting Safari Zone...), the error that makes possible achieving the unintended state is what you will see listed here. In addition, I also left out errors or oversights that have no relevance to normal gameplay (i.e. don&#039;t show up at all or without the abuse of another glitch, like the BCD addition oversight famous due to the ZZAZZ glitch or this one: https://hax.iimarck.us/topic/5519/), and also those that are so insignificant that have effectively no relevance (e.g. NPCs having a 1/128 chance of having a movement delay of 255 due to underflow).<br /><br />Below each error you will see an Evidence field and an Error/Cause field. The former includes the link to a video or picture representing the glitch, as long as I was able to find any, while the second includes a link to the code that causes the error in the pokered disassembly if applicable, or otherwise a very simple explanation. I left this field empty for the glitches that I&#039;m not very familiar with.<br /><br />Feel free to suggest any glitches that I may have missed (as long as they follow what I said in the first paragraph) or to suggest what can I add or link to to complete any missing field.<br /><br />P.S. The fact that there are exactly 100 glitches is just a coincidence.<br /><br /><br />[b]A. MOVES, EFFECTS, STATS, AND STATUS CONDITIONS[/b]<br /><br />[b]1. Counter is able to bounce back damage from a previous turn, a non-active Pokemon, and a previous battle[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Last attack damage is not always cleared between turns/battles or after switching<br />[b]2. Counter is able to bounce back your own damage[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - The RAM address where the damage is stored is shared by both participants<br />[b]3. Counter desynchronization error in a Link Battle due to selected move mismatch[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=ftTalHMjPRY<br />&nbsp; &nbsp; &nbsp; Error/Cause - Just hovering the cursor over a move in the selection menu marks the move as selected<br />[b]4. A Pokemon that needs to recharge from Hyper Beam is always affected by a sleep inducing move[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=x2AgAdQwyGI<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L7241-L7247<br />[b]5. Crash damage of Jump Kick and Hi Jump Kick is always 1 damage[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Damage is zeroed after a move misses<br />[b]6. Self-confusion damage and crash damage target the foe&#039;s Substitute if attacker is behind Substitute[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=jw24URgBi5o<br />&nbsp; &nbsp; &nbsp; Error/Cause - The momentary turn swap during these effects is not accounted for when a Substitute is up<br />[b]7. Psywave desynchronization error in a Link Battle due to difference in damage range of player and enemy side[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=5KmTCdnWzVI<br />&nbsp; &nbsp; &nbsp; Error/Cause - Player&#039;s Psywave minimum damage is 1, while enemy&#039;s is 0<br />[b]8. HP-draining moves don&#039;t fail against Substitute as intended[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=eToUF3paDtU<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L5462-L5469<br />[b]9. Healing move fails when user has 255 or 511 HP[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=sqkBby1HlmY<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/moveEffects/heal_effect.asm#L13-L20<br />[b]10. Permanent invulnerability due to full paralysis or self-confusion while using Dig or Fly[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=bNzDmXbZ7kY<br />&nbsp; &nbsp; &nbsp; Error/Cause - Charging up condition is removed after full paralysis/self confusion, but invulnerability isn&#039;t<br />[b]11. Reflect and Light Screen stat overflow and potential game freeze[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=fVtO_DKxIsI<br />&nbsp; &nbsp; &nbsp; Error/Cause - The temporary stat boost provided by Reflect/Light Screen isn&#039;t capped at 999<br />[b]12. Attack and Speed stat ups override Burn and Paralysis penalties respectively[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - The stat is recalculated ignoring anything other than stat modifiers<br />[b]13. Paralysis, Burn, and badge boost stat changes are reapplied after stat modifications[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=GlhsYKeUt-w<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L7699-L7706<br />[b]14. Rest doesn&#039;t clear Paralysis and Burn stat penalties or the Bad Poison condition[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=4LpWNnfk6tA<br />&nbsp; &nbsp; &nbsp; Error/Cause - Rest only removes the non-volatile status condition<br />[b]15. Toxic and Leech Seed damage stacking[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=bNjEFgsIIIY<br />&nbsp; &nbsp; &nbsp; Error/Cause - Leech Seed is affected by and counts towards the Bad Poison ticks counter<br />[b]16. Stat scaling with defending stat lower than 4 leads to game freeze[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=V6iUlyS8GMU<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L4322-L4334<br />[b]17. Rage, Thrash, and Petal Dance accuracy decreases progressively when used with negative Accuracy/Evasion ratio[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=NC5gbJeExbs<br />&nbsp; &nbsp; &nbsp; Error/Cause - The accuracy value of these moves is not reloaded every turn<br />[b]18. Bide and Swift are able to hit a target in the invulnerable turn of Dig or Fly[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=C6Hkos4vdsU&amp;t=4m3s<br />&nbsp; &nbsp; &nbsp; Error/Cause - Swift and Bide ignore all kind of hit tests<br />[b]19. Bide is able to accumulate damage from a previous turn, a non-active Pokemon, and a previous battle[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=IVxHGyNDW4g<br />&nbsp; &nbsp; &nbsp; Error/Cause - Last attack damage is not always cleared between turns/battles or after switching (also A.1.)<br />[b]20. Player side Bide accumulated damage isn&#039;t correctly zeroed on enemy faint, also may lead to desynchronization[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=IVxHGyNDW4g&amp;t=1m7s<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L837-L847<br />[b]21. The Critical Hit rate with Focus Energy or Dire Hit is swapped with the regular Critical Hit rate[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L4709-L4719<br />[b]22. Automatic Hyper Beam use instead of recharging after an opposing side miss with a partial-trapping move[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=I8AzgGoJbTs (in Yellow, but applies to Red/Blue)<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L8311-L8312<br />[b]23. Partial-trapping moves&#039; PP is able to underflow if last PP is used as other side switches Pokemon[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=I8AzgGoJbTs&amp;t=2m28s (in Yellow, but applies to Red/Blue)<br />&nbsp; &nbsp; &nbsp; Error/Cause - A switch causes the partial-trapping move to restart and use PP, even if no PP left<br />[b]24. Partial-trapping move and Mirror Move desynchronization error due to mismatch on move used[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=E9GRg9xxZqk<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L447-L456<br />[b]25. Combination of Haze, Sleep or Freeze status, and multi-turn move being able to make user unable to attack[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=gXQlct-DvVg<br />&nbsp; &nbsp; &nbsp; Error/Cause - Combinaiton of events<br />[b]26. Combination of partial-trapping move, Sleep status, and item use being able to make user unable to attack[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=fQF5Z5znLnc<br />&nbsp; &nbsp; &nbsp; Error/Cause - Combinaiton of events<br />[b]27. Quick Attack and Counter carry their priority over if no move is selected in the following turn or turns[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=pvk_8yTyscU<br />&nbsp; &nbsp; &nbsp; Error/Cause - Selected move remains Quick Attack or Counter until another is selected<br />[b]28. Leech Seed always heals 1/8 of target&#039;s Max. HP, even if current HP is lower[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - The HP damage stored isn&#039;t updated with the target&#039;s remaining HP<br />[b]29. Leech Seed animation, damage and heal effect are applied if target fainted this turn due to Poison or Burn[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - The Pokemon having fainted is tested prior to applying the Leech Seed effect<br />[b]30. Mimic is able to copy a move already known by user, leading to duplicate moves[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - There is no check for the move learned being already known<br />[b]31. Special damaging moves are able to critically hit[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Any move that deals damage, even if fixed, triggers the critical hit check<br />[b]32. 100% accurate moves have a 1/256 chance of missing[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L5525-L5539<br />[b]33. Automatic move use after thawing and potential desynchronization error in link battle[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=iSSf4XaqGAU<br />&nbsp; &nbsp; &nbsp; Error/Cause - Selected move is carried over while frozen and used automatically when defrosted<br />[b]34. Substitute auto-faint when used with exactly 25% HP[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=eyujkiNOVyg<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/moveEffects/substitute_effect.asm#L32-L43<br />[b]35. Weak enough 0.25x effective attacks always missing due to dealing 0 damage[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=fxNzPeLlPTU<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L5381-L5387<br />[b]36. Breaking a Substitute terminates the secondary effects of most damaging moves[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=lr05doU5oAQ<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L5106-L5112<br /><br /><br />[b]B. OTHER BATTLE ENGINE[/b]<br /><br />[b]1. A transformed Pokemon is able to switch around temporal moves with consequence in actual moveset[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=GIPAc2R43dg<br />&nbsp; &nbsp; &nbsp; Error/Cause - Active Pokemon moves are considered rather than corresponding party Pokemon moves<br />[b]2. A transformed Pokemon caught becomes Ditto, even if Transform was used due to Mirror Move[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=zHHz-wQ1qFk (DE version but applies to UE)<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/items/items.asm#L470-L477<br />[b]3. A transformed or Mimic-affected Pokemon gets back original moves after learning a new move[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - All moves are reloaded from party data after learning a new move<br />[b]4. Permanently changing a Pokemon&#039;s DVs with Transform use in both sides[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=8Lb5pq0y6h8<br />&nbsp; &nbsp; &nbsp; Error/Cause - The original DVs of a transformed Pokemon are stored in the same place for both participants<br />[b]5. Ether and Elixer don&#039;t account for Transform or Mimic moveset changes[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=l4Scz6Etg_c<br />&nbsp; &nbsp; &nbsp; Error/Cause - Max PP of moves in party data rather than in active Pokemon data is considered<br />[b]6. Ether and Elixer not detected as having no effect on moves with PP Ups [/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=pScBCRb9j58<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/items/items.asm#L2124-L2131<br />[b]7. Exp. All provides less overall experience if 2 or more Pokemon took part in the battle[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L913-L923<br />[b]8. Item evolutions being triggered by Pokemon with matching IDs battling last[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=C3H-zaU6GPs<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/evos_moves.asm#L95-L100<br />[b]9. Level up moves not learned when a Pokemon grows by 2 or more levels at once[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=Fvn7xHxb6BU<br />[b]&nbsp; &nbsp; &nbsp; Error/Cause - Only the resulting level after exp. gain is accounted for when learning level up moves[/b]<br />[b]10. AI chooses action following a player switch or a player item use[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Battle logic design oversight<br />[b]11. AI switches and AI item uses don&#039;t have turn priority[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Battle logic design oversight (similar to B.11.)<br />[b]12. Blaine may use a Super Potion with his Pokemon at full health[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=nrkI6U3WOFk<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/trainer_ai.asm#L483-L486<br />[b]13. Forgetting multi-turn move and still continue using it[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Multi-turn move not terminated after being forgotten<br />[b]14. Forgetting a disabled move and not being able to use the learned move until Disable wears off[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Disable condition is not cleared after forgetting the disabled move<br />[b]15. Struggle isn&#039;t automatically used if a move is disabled and the remaining moves have PP Ups and no PP left[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=1v9x4SgMggs (in G/S/C, but applies to Red/Blue)<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L2816-L2827<br />&nbsp; &nbsp; &nbsp; <br /><br />[b]C. OVERWORLD SPRITES AND MOVEMENT[/b]<br /><br />[b]1. Movement ranges or movement cap of NPCs is broken[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=9E1nAHmd380&amp;t=2m42s<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/overworld/movement.asm#L635-L659<br />[b]2. NPCs appearing misplaced if some kind of trigger occurs when loaded into the screen for the first time[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=VOgVwNjTps4<br />&nbsp; &nbsp; &nbsp; Error/Cause - Not enough time to set NPC to intended screen position<br />[b]3. Able to press the Start button as long range trainer engages you[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=1EDAyuWOriQ<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]4. Trainers able to engage you when a wild encounter occurs[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=r-aWS--eVec&amp;t=3m12s<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]5. Sprite corruption in Oak&#039;s Lab[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=I_JjAIvG9zA<br />&nbsp; &nbsp; &nbsp; Error/Cause - 11 sprites may appear at once, and are treated as a total of 26<br />[b]6. NPCs able to move into doors and stairs[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=EuD_Q8MhhxE<br />&nbsp; &nbsp; &nbsp; Error/Cause - Doors and stairs aren&#039;t treated as collision for NPCs<br />[b]7. Able to land on NPC after jumping a ledge[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=ztlm3AuPBBI<br />&nbsp; &nbsp; &nbsp; Error/Cause - No special collision check following a ledge tile<br />[b]8. NPCs showing above text boxes[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=Y8T7E_CsStY&amp;t=3m49s<br />&nbsp; &nbsp; &nbsp; Error/Cause - NPC not hidden until movement is fully finished<br />[b]9. NPCs moving to adjacent maps and disappearing consequently[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Consequence of C.1. if movement cap was intended, else no collision check on map boundaries<br />[b]10. Strength boulder animaiton changes direction if you move during it[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=Y8T7E_CsStY<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]11. Walk through NPC in Oak&#039;s Pallet Town scripted movement[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - NPCs and walls not dodged during scripted movement, or consequence of C.1.<br />[b]12. Collision with NPC at the top of Pallet Town during the Oak&#039;s scripted movement breaking it[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://pages.citebite.com/y5h5m2y4f8mox<br />&nbsp; &nbsp; &nbsp; Error/Cause - Collisions checked during last step of scripted movement, or consequence of C.1.<br />[b]13. Collision with NPC during the Cinnabar Gym closed door script[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=m1mVu8XW4WI<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]14. Surf to wrong direction after saving and resetting[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://www.youtube.com/watch?v=W_aI_AVwJMQ<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]15. Able to override Cycling Road gate script and enter Cycling Road without a bike[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=OCyYJHf-apw<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]16. Able to override Pewter City-Route 3 script and skip Pewter Gym[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://www.youtube.com/watch?v=IL3dt06QpgI<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]17. Lift Key may be dropped in the same tile as you are[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://www.youtube.com/watch?v=ykjE6rKWSug<br />&nbsp; &nbsp; &nbsp; Error/Cause - No different Lift Key placement depending on the player&#039;s position<br />[b]18. Player sprite corruption during Escape Rope animation[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=2gD3c954DRg<br />&nbsp; &nbsp; &nbsp; Error/Cause -<br />&nbsp; &nbsp; &nbsp; <br /><br />[b]D. GRAPHICS[/b]<br /><br />[b]1. Mapping errors due to border block mismatch between adjacent maps[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://pages.citebite.com/s5i5y2y4m7pex (there are more similar errors)<br />&nbsp; &nbsp; &nbsp; Error/Cause - Adjacent maps with boundaries visible from each other not using the same border block<br />[b]2. Cutting a tall grass block and leaving the map while block still visible[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Able to enter a new map while grass block position still visible<br />[b]3. Invisible Cut tree in Route 14[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=dq1D1KT0mks&amp;t=16m15s<br />&nbsp; &nbsp; &nbsp; Error/Cause - Able to enter a new map while tree position still visible (also D.2.)<br />[b]4. Invisible PC in Celadon Hotel[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=TeSJSJs2-VI<br />&nbsp; &nbsp; &nbsp; Error/Cause - Celadon Hotel uses Pokemon Center tileset, which has a PC programmed<br />[b]5. Saving and restarting on a Cut tree.[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=dq1D1KT0mks&amp;t=15m16s<br />&nbsp; &nbsp; &nbsp; Error/Cause - Cut tree is drawn if player continues game in a tile where a cut tree is programmed<br />[b]6. Unfinished mountain in Nugget Bridge and Bill House[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - Mountain tile border block is visible near water or trees (similar to D.1.)<br />[b]7. Viewing status screen against a Ghost reveals its sprite[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://www.youtube.com/watch?v=UMIowBT4Fck<br />&nbsp; &nbsp; &nbsp; Error/Cause - Enemy&#039;s actual sprite is reloaded even if Pokemon is Ghost<br />[b]8. Minimize and Substitute sprite possibly reloaded in wrong side after viewing status screen[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=RF-ZaKZKSFw<br />&nbsp; &nbsp; &nbsp; Error/Cause - Sprite is reloaded based on whose turn it is, which is undefined during move selection<br />[b]9. Bottom right tile of user sprite blanked during Softboiled animaiton[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=Q-qpneajGEA<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/animations.asm#L1948-L1957<br />[b]10. Top three lines of screen not animated during Psywave, Psychic and Night Shade animation[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=purUT9X9bhY<br />&nbsp; &nbsp; &nbsp; Error/Cause - Top lines not updated due to game still executing v-blank interrupt handler<br /><br />&nbsp; &nbsp; &nbsp; <br />[b]E. AUDIO AND TEXT[/b]<br /><br />[b]1. Wild battle victory theme played during a blakout after a draw[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=HDWoG2BCGbU<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/core.asm#L882-L892<br />[b]2. Evolving Pokemon after battle against Champion Blue mutes the music[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://www.youtube.com/watch?v=KxMstD8iWNM<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]3. Fall through hole in Victory Road while on the bicycle and bicycle theme is still played[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=N87X9DE5-zk<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]4. Wrong sound effects played after winning a Gym badge[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=Y8T7E_CsStY&amp;t=2m21s<br />&nbsp; &nbsp; &nbsp; Error/Cause - Different sound effects used for each badge and wrong sound ROM bank loaded<br />[b]5. Nidorino in introduction plays Nidorina&#039;s cry[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/home/text.asm#L629<br />[b]6. Dual-type effectiveness wrong text and sound[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://www.youtube.com/watch?v=yP6EhW2r57A<br />&nbsp; &nbsp; &nbsp; Error/Cause - Effectiveness of second type matchup pair overwrites result of first pair<br />[b]7. Overworld text errors during translation[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://pages.citebite.com/q5p5k2t4q9lfm (there are more similar errors)<br />&nbsp; &nbsp; &nbsp; Error/Cause - Translation oversights<br />[b]8. Using HM on a Pokemon says it&#039;s a TM[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://pages.citebite.com/y5d5f2x5d0vak<br />&nbsp; &nbsp; &nbsp; Error/Cause - Both make use of the same text, which displays the word TM <br />[b]9. Text delay deactivation in Bill&#039;s PC and Bike Shop[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=dif2rP1hX8Y<br />&nbsp; &nbsp; &nbsp; Error/Cause - Text delay not turned back on properly<br />&nbsp; &nbsp; &nbsp; <br /><br />[b]F. DESIGN AND OTHER OVERSIGHTS[/b]<br /><br />[b]1. Use Pokedoll on Ghost Marowak to bypass it[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=nM3HtpoOSlo<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]2. Can deposit all but fainted Pokemon on PC[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=6BrwUwn_wVg<br />&nbsp; &nbsp; &nbsp; Error/Cause - Design oversight<br />[b]3. Mismatch on wild encounters of shore blocks[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=X078R9ujll0&amp;t=3m2s<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/battle/wild_encounters.asm#L64-L73<br />[b]4. Able to surf or fish on statues[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - http://www.youtube.com/watch?v=BgcDXeDaw0M<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]5. Last item of bag or PC with quantity of 99[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=OXzQ9rEEa0g<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]6. Able to get stuck in certain trainer battles while using Rage[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=Hfwm4ov_ZKc<br />&nbsp; &nbsp; &nbsp; Error/Cause - Design oversight<br />[b]7. Blacking out in Cable Club due to Poison[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=JgVUZPTt21E<br />&nbsp; &nbsp; &nbsp; Error/Cause - Design oversight<br />[b]8. Wrong requirement balance for Fresh Water and Soda Pop in the vending machine[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=kfwBgX1tVWQ<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/menu/vending_machine.asm#L39-L45<br />[b]9. Saving game in an elevator doesn&#039;t preserve the floor number[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=Y8T7E_CsStY&amp;t=4m23s<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]10. Vermilion Gym trash cans[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=dyFA3gZMxrs<br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/hidden_object_functions17.asm#L356-L373<br />[b]11. Slot machine seven symbol odds in wheel 1 while spinning in 7/Bar mode[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - <br />&nbsp; &nbsp; &nbsp; Error/Cause - https://github.com/pret/pokered/blob/d1162fec/engine/slot_machine.asm#L300-L310<br />[b]12. Starting new game while in the Cycling Road[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=YXa96wnSIOQ<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]13. Can get trapped in Cinnabar Mansion[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=c2pMRPeFDv8<br />&nbsp; &nbsp; &nbsp; Error/Cause - Design oversight<br />[b]14. Able to walk into a rock in Cerulean Cave after going through stairs[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=OowDwRNyCK4<br />&nbsp; &nbsp; &nbsp; Error/Cause - <br />[b]15. Able to continue a Safari game outside the Safari Zone[/b]<br />&nbsp; &nbsp; &nbsp; Evidence - https://www.youtube.com/watch?v=heLcmF29E5o<br />&nbsp; &nbsp; &nbsp; Error/Cause - Safari Zone entrance script number backup not preserved on save


subject: Re: Compilation of all known Pokemon Red/Blue EU errors
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  A couple of days, I think around 5 hours in total, because I didn&#039;t research anything that I didn&#039;t know already. I have been keeping a list of glitches myself for almost a year and updated it as I remembered or found another glitch, but now I decided to clean it up and share it.


subject: Re: Compilation of all known Pokemon Red/Blue EU errors
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Super! :D Great work Crystal_. These would go great on the [url=http://glitchcity.info/wiki/List_of_natural_glitches_in_Generation_I]list of natural glitches[/url] wiki page I started about four months ago.<br /><br />I have another two natural glitches to share, which are:<br /><br />The [url=http://glitchcity.info/wiki/Bike_Shop_instant_text_glitch]Bike Shop instant text glitch[/url]. Speedrunners debated its status as a glitch but I think it is one; you were never supposed to obtain instant text and the game forgetting to unset bit 6 of D730 after closing the Bicycle price text is an oversight.<br /><br />The Escape Rope sprite handling glitch:<br />https://www.youtube.com/watch?v=2gD3c954DRg


subject: Re: Compilation of all known Pokemon Red/Blue EU errors
poster_name: Crystal_
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Thanks for pointing these out Torchickens! I&#039;m noticing that I also forgot the glitch of Substitute blocking secondary effects like explosion. I&#039;ll wait a bit before updating the OP in case more glitches pop up later today.


subject: Respond to and post blurbs about whatever
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  Here you can write small passages about whatever you want, have people respond to them, and respond to other people&#039;s passages. <br /><br />[b]PLEASE FOR THE LOVE OF GOD USE THE QUOTE BUTTON WHEN REPLYING TO SOMEONE[/b]<br /><br />With that out of the way, I&#039;ll start.<br />---------------<br />My secondary HDD has kicked the bucket, so ALL MY PROJECTS ARE LOST. <br />Casualty list:<br />Project GStart: IDs FCh-A3h<br />Puzzle Website: Pages 0-197<br />Project DecFix (or whatever, I actually forgot the name xD): 60 hours&#039; worth of research<br />About 10 hours&#039; work (each) of content for several unannounced projects<br />Around 135 BGB .ASM files<br /><br />I hate my life right now...


subject: Re: The avatar wars game!
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  &lt;Because this looks like fun and necrobumping forum games is okay, [s]I&#039;ll waste a Max Revive on this[/s] I&#039;ll go ahead and bump this.&gt;<br /><br />My avatar spontaneously grows arms, rends open a dimensional hole in spacetime, and pulls out a TF2 Heavy-Medic combo, both of which are under the effects of PowerPlay, and lets them brutally rip every avatar on the forum a new one.


subject: Re: Respond to and post blurbs about whatever
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7683.msg202754#msg202754 date=1477257465]<br />Here you can write small passages about whatever you want, have people respond to them, and respond to other people&#039;s passages. <br /><br />[b]PLEASE FOR THE LOVE OF GOD USE THE QUOTE BUTTON WHEN REPLYING TO SOMEONE[/b]<br /><br />With that out of the way, I&#039;ll start.<br />---------------<br />My secondary HDD has kicked the bucket, so ALL MY PROJECTS ARE LOST. <br />Casualty list:<br />Project GStart: IDs FCh-A3h<br />Puzzle Website: Pages 0-197<br />Project DecFix (or whatever, I actually forgot the name xD): 60 hours&#039; worth of research<br />About 10 hours&#039; work (each) of content for several unannounced projects<br />Around 135 BGB .ASM files<br /><br />I hate my life right now...<br />[/quote]<br />If you had both of your hard drives linked via RAID0 then you would possibly commit sudicide already, (please don&#039;t) also, how you play this game?


subject: Re: Respond to and post blurbs about whatever
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7683.msg202757#msg202757 date=1477258405]<br />[quote author=Yeniaul link=topic=7683.msg202754#msg202754 date=1477257465]<br />Here you can write small passages about whatever you want, have people respond to them, and respond to other people&#039;s passages. <br /><br />[b]PLEASE FOR THE LOVE OF GOD USE THE QUOTE BUTTON WHEN REPLYING TO SOMEONE[/b]<br /><br />With that out of the way, I&#039;ll start.<br />---------------<br />My secondary HDD has kicked the bucket, so ALL MY PROJECTS ARE LOST. <br />Casualty list:<br />Project GStart: IDs FCh-A3h<br />Puzzle Website: Pages 0-197<br />Project DecFix (or whatever, I actually forgot the name xD): 60 hours&#039; worth of research<br />About 10 hours&#039; work (each) of content for several unannounced projects<br />Around 135 BGB .ASM files<br /><br />I hate my life right now...<br />[/quote]<br />If you had both of your hard drives linked via RAID0 then you would possibly commit sudicide already, (please don&#039;t) also, how you play this game?<br />[/quote]Either respond to a blurb, post one, or both.


subject: Re: Respond to and post blurbs about whatever
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=7683.msg202762#msg202762 date=1477259480]<br />[quote author=Charmy link=topic=7683.msg202757#msg202757 date=1477258405]<br />[quote author=Yeniaul link=topic=7683.msg202754#msg202754 date=1477257465]<br />Here you can write small passages about whatever you want, have people respond to them, and respond to other people&#039;s passages. <br /><br />[b]PLEASE FOR THE LOVE OF GOD USE THE QUOTE BUTTON WHEN REPLYING TO SOMEONE[/b]<br /><br />With that out of the way, I&#039;ll start.<br />---------------<br />My secondary HDD has kicked the bucket, so ALL MY PROJECTS ARE LOST. <br />Casualty list:<br />Project GStart: IDs FCh-A3h<br />Puzzle Website: Pages 0-197<br />Project DecFix (or whatever, I actually forgot the name xD): 60 hours&#039; worth of research<br />About 10 hours&#039; work (each) of content for several unannounced projects<br />Around 135 BGB .ASM files<br /><br />I hate my life right now...<br />[/quote]<br />If you had both of your hard drives linked via RAID0 then you would possibly commit sudicide already, (please don&#039;t) also, how you play this game?<br />[/quote]Either respond to a blurb, post one, or both.<br />[/quote]<br />But what even is, a blurb?


subject: Re: The avatar wars game!
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  *grabs some of my avatar&#039;s letters, throws them and watched as they explode like a radioactive nuke with 80 litres of pure liquid c6*


subject: Re: Respond to and post blurbs about whatever
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7683.msg202763#msg202763 date=1477259753]<br />[quote author=Yeniaul link=topic=7683.msg202762#msg202762 date=1477259480]<br />[quote author=Charmy link=topic=7683.msg202757#msg202757 date=1477258405]<br />[quote author=Yeniaul link=topic=7683.msg202754#msg202754 date=1477257465]<br />Here you can write small passages about whatever you want, have people respond to them, and respond to other people&#039;s passages. <br /><br />[b]PLEASE FOR THE LOVE OF GOD USE THE QUOTE BUTTON WHEN REPLYING TO SOMEONE[/b]<br /><br />With that out of the way, I&#039;ll start.<br />---------------<br />My secondary HDD has kicked the bucket, so ALL MY PROJECTS ARE LOST. <br />Casualty list:<br />Project GStart: IDs FCh-A3h<br />Puzzle Website: Pages 0-197<br />Project DecFix (or whatever, I actually forgot the name xD): 60 hours&#039; worth of research<br />About 10 hours&#039; work (each) of content for several unannounced projects<br />Around 135 BGB .ASM files<br /><br />I hate my life right now...<br />[/quote]<br />If you had both of your hard drives linked via RAID0 then you would possibly commit sudicide already, (please don&#039;t) also, how you play this game?<br />[/quote]Either respond to a blurb, post one, or both.<br />[/quote]<br />But what even is, a blurb?<br />[/quote]In this case, it&#039;s a short story or passage, usually less than 100 words.


subject: Re: Favorite protagonist
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  I think Gold has some style.<br />Plus he survives a Dragonite swarm right after the Elite Four.<br />Plus he wins against a ghost Red.<br />Plus, GBC.<br /><br />Second favourite is Brendan, because GAYYYYYY<br />(Haters gonna hate)


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hell yeah, z80 assembly is LIFE man.<br />I think I know half of the hexes off by heart.<br />Like djnz $+e is 10 e.<br />I had built a non-smoothscrolling tilemapping engine in 1kB, compiled by hand.<br />That was a lot of fun to do, and a heck of a challenge to optimize, both for size and speed.<br />I think 8-bit assembly is kind of a crash test. If you do it right, you rank up in life. Every programmer should try assembly at least once in their lives.


subject: Re: Favorite protagonist
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I like Red just because he comes into play during the next game (Gold/Silver/Crystal) as well. He trains, defeats the Pokemon League, sends Team Rocket back into hiding, and then trains ever since atop Mt. Silver, looking for the next challenge.<br /><br />Gold has style and I really liked Wes from Colosseum, but none of them show up in future games the way Red did. That&#039;s what pushes him over the top for me.


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202770#msg202770 date=1477267713]<br />Hell yeah, z80 assembly is LIFE man.<br />I think I know half of the hexes off by heart.<br />Like djnz $+e is 10 e.<br />I had built a non-smoothscrolling tilemapping engine in 1kB, compiled by hand.<br />That was a lot of fun to do, and a heck of a challenge to optimize, both for size and speed.<br />I think 8-bit assembly is kind of a crash test. If you do it right, you rank up in life. Every programmer should try assembly at least once in their lives.<br />[/quote]I need to learn ASM so I can make badass modifications to games.<br />Problem is, I can&#039;t find any [b]good[/b] books or free courses on it.


subject: Parallel universe
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Since people on my channel keep making jokes about parallel universes (a reference to the Mario 64 glitcher pannenkeok), I remembered MasterGamerPro essentially forced one in PokÃ©mon Ruby in their co-op mode video.<br /><br />https://www.youtube.com/watch?v=PFRiyHVvz4g<br />http://glitchcity.info/wiki/Pok%C3%A9mon_Ruby/Sapphire/Emerald_Co-op_Mode<br /><br />This makes me curious whether you could viably get to one with glitch move arbitrary code execution.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  By the way, Metarkrai, some of your Gen III code exec payloads can be optimised..<br /><br />For example, the &quot;remove egg from daycare&quot; one.<br /><br />Use [tt]movs r0,#0[/tt] instead of [tt]ldr r0,=0[/tt], that&#039;ll save 4 bytes and you won&#039;t have to deal with the pesky item 0 quantity 0 anymore.


subject: Re: Nintendo Switch Discussion Thread
poster_name: Max
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  The console does [i]look[/i] pretty cool. In terms of hardware I&#039;m sure Nintendo has packed some great stuff (as they always do). I don&#039;t see it being a successor to the 3DS unless there is mention of 3D.<br /><br />In fact the main innovation with this console, judging by the sole trailer, seems to be the hybrid between a home and portable console. I did see a few existing games on the trailer like Splatoon and the basketball game. It may be that existing games for the Wii U can be recompiled for the Nintendo Switch with little to no effort by the developers.<br /><br />[size=8pt]Your link is slightly broken. Here is another link to the video: [url=https://www.youtube.com/watch?v=f5uik5fgIaI]https://www.youtube.com/watch?v=f5uik5fgIaI[/url][/size]


subject: Re: Stupid Answers to Smart Questions
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;m lovin&#039; it.<br /><br />Did you ever got shocked when you discovered that you were promoted?


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Yeniaul link=topic=3088.msg202777#msg202777 date=1477299808]<br />[quote author=ISSOtm link=topic=3088.msg202770#msg202770 date=1477267713]<br />Hell yeah, z80 assembly is LIFE man.<br />I think I know half of the hexes off by heart.<br />Like djnz $+e is 10 e.<br />I had built a non-smoothscrolling tilemapping engine in 1kB, compiled by hand.<br />That was a lot of fun to do, and a heck of a challenge to optimize, both for size and speed.<br />I think 8-bit assembly is kind of a crash test. If you do it right, you rank up in life. Every programmer should try assembly at least once in their lives.<br />[/quote]I need to learn ASM so I can make badass modifications to games.<br />Problem is, I can&#039;t find any [b]good[/b] books or free courses on it.<br />[/quote]<br />I can provide you with a nice tutorial for TI-8x+... that&#039;s how I started with z80.<br />[url=http://tutorials.eeems.ca/ASMin28Days/welcome.html]CLICK ME SEMPAI[/url]


subject: Re: Parallel universe
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I don&#039;t get how he did it. I tried it, but it took me 12 hours to get to Petalburg (building speed, y&#039;know ?). I guess he just cut it in the video.<br /><br />Okay, seriously. I don&#039;t get how this happens (like, how does he reach Petalburg ? What combination of flags and game states triggers this ?), but I&#039;m wondering whether this is possible with Emerald.<br /><br />Also what do you mean by &quot;getting it via ACE&quot; ? We&#039;d still need two games... also the pun on &quot;parallel&quot; universes here is quite fun.


subject: Re: Parallel universe
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Goddamn it ISSOtm, you took my joke.<br />Anyway, we need to do this in 0.25 A presses.<br /><br />[quote author=ISSOtm link=topic=7686.msg202788#msg202788 date=1477328688]<br />Okay, seriously. I don&#039;t get how this happens (like, how does he reach Petalburg ? What combination of flags and game states triggers this ?), but I&#039;m wondering whether this is possible with Emerald.<br /><br />Also what do you mean by &quot;getting it via ACE&quot; ? We&#039;d still need two games... also the pun on &quot;parallel&quot; universes here is quite fun.<br />[/quote]<br />The game sets the flags related to linking, for example, if you are in the Colosseum\trade center\record mixer. Warping to Petalburg is triggered by the game thinking that the warp has no exit set, which then redirects you to bank 0 map 0 - Petalburg.<br />I think that getting it via ACE is impossible, as you would need to somehow manipulate the warp to take you to any outdoor map, the warp data is stored in the ROM ([b][i][u]READ-ONLY[/u][/i][/b]-memory), so you would need to do something else. Only if you could write a code to allow usage of the Escape Rope, then redirect it to a outdoor map. Then, possibly.


subject: PokÃ©mon avatars.
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Well, the PokÃ©mon avatars seen to be outdated, there&#039;s no gen 5-6 PokÃ©mon and the names of the gen 4 ones are romanisations of the Japanese names. Can anyone update them?


subject: Re: The Member's Guide to Topiclessness
poster_name: Yeniaul
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=3088.msg202787#msg202787 date=1477328084]<br />[quote author=Yeniaul link=topic=3088.msg202777#msg202777 date=1477299808]<br />[quote author=ISSOtm link=topic=3088.msg202770#msg202770 date=1477267713]<br />Hell yeah, z80 assembly is LIFE man.<br />I think I know half of the hexes off by heart.<br />Like djnz $+e is 10 e.<br />I had built a non-smoothscrolling tilemapping engine in 1kB, compiled by hand.<br />That was a lot of fun to do, and a heck of a challenge to optimize, both for size and speed.<br />I think 8-bit assembly is kind of a crash test. If you do it right, you rank up in life. Every programmer should try assembly at least once in their lives.<br />[/quote]I need to learn ASM so I can make badass modifications to games.<br />Problem is, I can&#039;t find any [b]good[/b] books or free courses on it.<br />[/quote]<br />I can provide you with a nice tutorial for TI-8x+... that&#039;s how I started with z80.<br />[url=http://tutorials.eeems.ca/ASMin28Days/welcome.html]CLICK ME SEMPAI[/url]<br />[/quote]THANK YOU<br />fucking finally I can pursue my dreams


subject: Re: Nintendo Switch Discussion Thread
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Max link=topic=7679.msg202781#msg202781 date=1477318539]<br />The console does [i]look[/i] pretty cool. In terms of hardware I&#039;m sure Nintendo has packed some great stuff (as they always do). I don&#039;t see it being a successor to the 3DS unless there is mention of 3D.<br />[/quote]<br />I think just based on the fact that it&#039;s portable would make it the successor to the 3DS, 3D or no 3D. <br /><br />In my view, Nintendo sees that the mobile gaming market is being eaten by phones. While the 3DS has been successful, phone games are rapidly improving in quality and quantity (they&#039;re much easier to pick up and play and much, much cheaper, as well) - plus, I don&#039;t think Nintendo would want to support two portable consoles on the market at the same time. They&#039;d just create unnecessary competition for themselves.


subject: Re: Parallel universe
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  *pannenkoek<br /><br />although teeechnically he does have an alternate channel named pannenkeok which is kinda strange but whatever *shrugs*


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Well, I need to start randomizing my AS all over again. It&#039;s just because I forgot, that HANS doesn&#039;t patch the RO module.<br />-_-


subject: Re: Parallel universe
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7686.msg202789#msg202789 date=1477330150]<br />Goddamn it ISSOtm, you took my joke.<br />Anyway, we need to do this in 0.25 A presses.<br />[/quote]<br />Hm. You mean we&#039;d need to release A as soon as we begin ? That&#039;s a wonderful idea ! I didn&#039;t think of it before :D<br /><br />[quote author=Charmy link=topic=7686.msg202789#msg202789 date=1477330150]<br />I think that getting it via ACE is impossible, as you would need to somehow manipulate the warp to take you to any outdoor map, the warp data is stored in the ROM ([b][i][u]READ-ONLY[/u][/i][/b]-memory), so you would need to do something else. Only if you could write a code to allow usage of the Escape Rope, then redirect it to a outdoor map. Then, possibly.<br />[/quote]<br />What about calling the warping function, giving it a pointer to a specially crafted warp structure ?


subject: Re: State the obvious!
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Dire Dire Docks is a SM64 course, which contains 6 stars (not counting the 100-coin), a manta ray, a shark, more than 100 coins, a deadly whirlpool, a loading point, (sometimes) a submarine, two cap blocks (vanish &amp; metal), 4 chests, a swimming shell that can be used for cloning, a warp to the castle grounds, 8 red coins, some blue coins with their switch, and [url=https://www.youtube.com/watch?v=cTl0ky4DcHA]a very well-known music that changes depending on Mario&#039;s location[/url].


subject: Re: Wiki Bug List and Reports
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  The news &quot;News: Report any bugs you find on the WIKI in this topic.&quot; points to http://forums.glitchcity.info/index.php/topic,6361.0.html , which is a 500 Internal Server Error :D<br />It should point to http://forums.glitchcity.info/index.php?topic=6361.0.html , I guess ?<br /><br />Same for &quot;News: Report any bugs you find on the FORUMS in this topic.&quot; : http://forums.glitchcity.info/index.php/topic,6360.0.html -&gt; http://forums.glitchcity.info/index.php?topic=6360.0.html ?


subject: Re: Wiki Bug List and Reports
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  I know this is double-posting, but this bug is completely unrelated to the previous.<br /><br />While [url=http://glitchcity.info/wiki/File:Cycling_Road_sign_glitch.png]here[/url], I found<br />[quote]<br />Error creating thumbnail: /bin/bash: /usr/bin/convert: No such file or directory<br /><br />Error code: 127<br />[/quote]<br />in the Thumbnail column of the table.<br /><br />EDIT : Fixed (http://forums.glitchcity.info/index.php?topic=6361.msg203025#msg203025)


subject: Re: Wiki Bug List and Reports
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=6361.msg202802#msg202802 date=1477390637]<br />The news &quot;News: Report any bugs you find on the WIKI in this topic.&quot; points to http://forums.glitchcity.info/index.php/topic,6361.0.html , which is a 500 Internal Server Error :D<br />It should point to http://forums.glitchcity.info/index.php?topic=6361.0.html , I guess ?<br /><br />Same for &quot;News: Report any bugs you find on the FORUMS in this topic.&quot; : http://forums.glitchcity.info/index.php/topic,6360.0.html -&gt; http://forums.glitchcity.info/index.php?topic=6360.0.html ?<br />[/quote]<br />That&#039;s because of the server migration, which changed how the links are bulid, this affected the redirect to the forum rule list as well. Please fix this senpai.


subject: Re: Which would you rather?
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;d play all the same ones.<br /><br />Would you rather commit suicide to escape a serial murderer or get killed by a serial murderer?


subject: Re: Which would you rather?
poster_name: tachi
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  get killed, why put in the work when you don&#039;t have to?<br /><br />Would you rather bring back the hooked metapod or be banned?


subject: R/B/Y VC, and butthurt morons on miiverse
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  So I hopped onto miiverse for the first time in a while and looked through the Gen1VC community.<br /><br />I noticed at least one person spreading rumours that &quot;you&#039;ll never be able to send your fake Mew to Sun/Moon&quot; on posts showing a wild Mew encounter or capture using Trainer-Fly.<br /><br />Of course this is pure speculation at this point, we won&#039;t know for sure what Gen1VC transfer stuff will be accepted until Gen7&#039;s release.<br /><br />I can only assume the people spreading these rumours never managed to do Trainer-Fly successfully, and are taking out their anger on others.<br /><br />Discuss.


subject: Re: R/B/Y VC, and butthurt morons on miiverse
poster_name: Kraust
poster_ip: ***.***.***.***
icon: xx
body:
  Wouldn&#039;t it be possible to generate a &quot;legit&quot; (for the lack of a better term) one via 8F? The only problem I can see with this if it the Anti-hack check does something obscene like checks RAM for invalid inventory values, for example (Although that is fixable as well).


subject: Re: R/B/Y VC, and butthurt morons on miiverse
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Kraust link=topic=7688.msg202814#msg202814 date=1477443068]<br />Wouldn&#039;t it be possible to generate a &quot;legit&quot; (for the lack of a better term) one via 8F? The only problem I can see with this if it the Anti-hack check does something obscene like checks RAM for invalid inventory values, for example (Although that is fixable as well).<br />[/quote]<br /><br />It depends. The transfer checks may disallow any Mew coming from a non-Japan game. It may also disallow any Mew that doesn&#039;t have specific OT name/ID (the Japanese event one is known, and this can be set via code exec so...)<br /><br />We don&#039;t know, let&#039;s not bother speculating and wait for S&amp;M. Then we&#039;ll be able to get the facts.


subject: Re: R/B/Y VC, and butthurt morons on miiverse
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Kraust link=topic=7688.msg202814#msg202814 date=1477443068]<br />The only problem I can see with this if it the Anti-hack check does something obscene like checks RAM for invalid inventory values, for example (Although that is fixable as well).<br />[/quote]<br />I always have GARY and 9F with me, as well as over 100 Master Balls, like 170 Old Ambers, etc. So that&#039;s not possible.


subject: Re: Wiki Bug List and Reports
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Yep, I knew about server migration, but it&#039;s sad that the old syntax existed (it used deprecated URL syntax :/)


subject: Re: 1000 Ways to get kicked out of Wal-Mart/Target
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  169 - Bring a table and set up your own anal plug store inside the mart.<br /><br />Bonus points if you manage to actually sell one before getting kicked out.


subject: Re: The &quot;Do something to the next poster&quot; game
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  They&#039;re gone eating.<br /><br />I kick the next poster out of this sentenc&nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; &nbsp; e...


subject: Re: Getting money/Game Corner coins with 8F
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Really it&#039;s not. You can use many, many setups.<br />I did not test those, so they can accidentally format your root partition.<br />(Nah jk, but if they crash, come back and shoot me in the face &gt;.&gt;)<br />I always like to save before using 8F ^^<br /><br />[code]<br />8F<br />Item x[qty]<br />Thunderstone x71<br />TM11 x34<br />TM01 x[qty] / PokÃ© Ball x201<br /><br />; code from 3rd item<br />ld hl, $D347 ; wPlayerMoney (https://github.com/pret/pokered/blob/master/wram.asm#L2355)<br />ldi (hl), a<br />ret<br />; or<br />inc b ; PokÃ© Ball<br />ret<br />[/code]<br />This will set two of your money&#039;s digits to 63 (either the first two or the last two, I don&#039;t remember).<br />You can also try it with 72 or 73 Thunderstones, that&#039;ll change your monies by different amounts.<br /><br />Alternate setups :<br />[code]<br />8F<br />Item x[qty]<br />X Accuracy x71<br />Water Stone x201<br />OR<br />Water Stone x03<br />TM01 x[qty] / PokÃ© Ball x201<br />[/code]<br /><br /><br />[hr]<br /><br />[code]<br />8F<br />Item x[qty]<br />Thunderstone x71<br />TM11 x34<br />Water Stone x34<br />TM01 x[qty] / PokÃ© Ball x201<br /><br />; code<br />ld hl, $D347 ; wPlayerMonies this time :P<br />ldi (hl), a<br />ldi (hl), a<br />ldi (hl), a<br />ret<br />; or<br />inc b<br />ret<br />[/code]<br />That&#039;ll set you money to the constant amount 636363.<br />Don&#039;tcha like it ? :D<br /><br />Alternative :<br />[code]<br />8F<br />Item x[qty]<br />X Accuracy x71<br />PokÃ© / Super Ball x34<br />Water Stone x34<br />TM01 x[qty] / PokÃ© / Super Ball x201<br />[/code]<br /><br /><br />[hr]<br /><br />[code]<br />8F<br />Item x[qty]<br />Thunderstone x71<br />TM11 x03<br />TM06 x54<br />PokÃ© / Super Ball x34<br />Water Stone x34<br />TM01 x[qty] / PokÃ© / Super Ball x201<br /><br />; code<br />ld hl, $D347<br />dec b<br />adc a, $36 ; a = a ($63) + 54 ($36) + carry (0) = $99<br />inc / dec b<br />ldi (hl), a<br />ldi (hl), a<br />ldi (hl), a<br />ret<br />; OR<br />inc / dec b<br />ret<br />[/code]<br />That should give you 999999 money.<br />Still can&#039;t afford that bike :(<br /><br />Alternate setup :<br />[code]<br />8F<br />Item x[qty]<br />X Accuracy x71<br />TM06 x54<br />(from here, same as previously)<br />(and yep, too lazy to copy/paste)<br />[/code]


subject: Re: Verifying console/emulator behavior with 8F
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  I know this topic has been locked, but there seems to be one oddity with VBA and money. It dates quite a bit, but since I&#039;m writing more about GCRM, it came back to me.<br /><br />If you have, let&#039;s say, 123456 money, the game stores this as $12, $34, $56. Using [url=http://glitchcity.info/w/index.php?title=Glitch_City_RAM_Manipulation&amp;stable=0&amp;redirect=no]GCRM[/url], we can turn this into $12, $6F, $56.<br /><br />I expected this to work the same as 127556 (1 * 100000 + 2 * 10000 + 6 * 1000 + 15 * 100 + 5 * 10 + 6 * 1), and console (GBC or GBASP, can&#039;t remember which) verified this.<br />However, Krys3000 notified me that VBA acted as if he had 126956 money (as if it &quot;corrected&quot; the F to a 9).<br /><br />By &quot;the same as X&quot;, I mean that after doing an action with money the remaining&nbsp; amount of monies was the same as if we had had X.<br /><br /><br />So, here is my point : [s]unlock this topic[/s], do some tests with the DAA instruction, and lock it again. I can&#039;t do that myself as of now, sorry.<br /><br />[EDIT]<br />Seems like my post unlocked the topic. Oops.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: clip
body:
  Lemmie show you something.<br />&quot;This is Tianyuan town,<br />a colorless cty.&quot;<br />Also, in Bing Crystal, Apricorns are named &quot;pokewalker&quot;&#039;s.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg202780#msg202780 date=1477318040]<br />By the way, Metarkrai, some of your Gen III code exec payloads can be optimised..<br /><br />For example, the &quot;remove egg from daycare&quot; one.<br /><br />Use [tt]movs r0,#0[/tt] instead of [tt]ldr r0,=0[/tt], that&#039;ll save 4 bytes and you won&#039;t have to deal with the pesky item 0 quantity 0 anymore.<br />[/quote]<br /><br />Wow, it worked nicely. Thanks !<br /><br />In the same topic, the code I used to rewrite a double-word at a certain adress is :<br />[quote]&nbsp; &nbsp;  processor cpu32_v4t ; ARMv4t (GBA cpu)<br />&nbsp; thumb<br />&nbsp; ldr r0, [value]<br />&nbsp; ; The address where we want to store the value<br />&nbsp; ldr r1, [adress]<br />&nbsp; ; Store the value of R0 to dword at R1<br />&nbsp; str r0, [r1]<br />&nbsp; ; Return<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This is where the destination RAM address is loaded from&nbsp; &nbsp;  <br />&nbsp; adress: dw 0xXXXXXXXX<br />&nbsp; value: dw 0xYYYYYYYY&nbsp;  [/quote]<br /><br />Is it possible to adapt this code to do the same thing but only for a word or a byte ?<br />Since obtaining the three PokÃ©mon to execute overworld script take some time and ~35 Glitch Items, I wanted to add codes that don&#039;t use overworld scripts for tasks like &quot;unlocking event islands&quot;,&quot;raising this flag&quot;, &quot;setting this variable&quot;,..<br />This way, people who would only be interested in a code or two would have less set up for their ACE.<br /><br />So instead of using an overworld script to raise a flag or set a var, the word/byte containing the flag/var could be changed, and this would require to only change a byte/word. <br /><br /><br /><br />I also tried to make a code that copy-pastes&nbsp; a string of words from an adress to another, but I couldn&#039;t get it to work.<br />I worked around this code : <br />[quote]<br />&nbsp; processor cpu32_v4t ; ARMv4t (GBA cpu)<br />&nbsp; thumb<br />&nbsp; ldr r0,[adress1]<br />&nbsp; ldr r1,[adress2]<br />&nbsp; movs r2,#0x01 ; copy 0x02 bytes from adress 1 to adress 2<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This is where the destination RAM address is loaded from<br />&nbsp; adress1: dw 0x02025BE8<br />&nbsp; adress2: dw 0x0200D084&nbsp; &nbsp; [/quote]<br />The game doesn&#039;t crash when executing this code, but it doesn&#039;t copy-paste the data I want.<br />I think that I previously had a code that worked for this task, but I couldn&#039;t get my hands back on it.<br />This code is essential to store the code to call the Overworld Script subroutine on a PokÃ©mon&#039;s data.<br />It would also be very useful to determine the Secret ID of a PokÃ©mon&#039;s owner.<br /><br /><br />And I was wondering : with your idea of offsetting the adresses in the code to call the Overworld Script surbroutine, is it possible do to the same thing with the Bootstrap ?<br /><br />[quote]<br />; Launch task<br />dcb 0x03<br />; At address 0x02025E9C in THUMB mode<br />dcd 0x02025E9D<br />; Priority 255<br />dcb 0xFF, 0x00<br />; End script<br />dcb 0x08<br />[/quote]<br /><br />If the jumping adress could be offset, this could make the creation of a couple Bootstrap PokÃ©mon quite easier than the current one. (The current one is not that hard, but it still requires ev training and two double-corruptions, whereas the potential new one would only be Ev-training and would be more handy).<br /><br />


subject: Re: Getting money/Game Corner coins with 8F
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  I think yes. Even though I couldn&#039;t find the address on the Data Crystal&#039;s R\B RAM map, I know that it&#039;s somewhere in the RAM.<br />[url=http://datacrystal.romhacking.net/wiki/PokÃ©mon_Red/Blue:RAM_map#]It&#039;s right here if you want it.[/url]<br />You can, however change the prizes, but you would need to use the magic 8F while on the prize menu.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202829#msg202829 date=1477494503]<br />In the same topic, the code I used to rewrite a double-word at a certain adress is :<br />[quote]&nbsp; &nbsp;  processor cpu32_v4t ; ARMv4t (GBA cpu)<br />&nbsp; thumb<br />&nbsp; ldr r0, [value]<br />&nbsp; ; The address where we want to store the value<br />&nbsp; ldr r1, [adress]<br />&nbsp; ; Store the value of R0 to dword at R1<br />&nbsp; str r0, [r1]<br />&nbsp; ; Return<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This is where the destination RAM address is loaded from&nbsp; &nbsp;  <br />&nbsp; adress: dw 0xXXXXXXXX<br />&nbsp; value: dw 0xYYYYYYYY&nbsp;  [/quote]<br /><br />Is it possible to adapt this code to do the same thing but only for a word or a byte ?[/quote]<br /><br />Use [tt]strh[/tt] (for int16) or [tt]strb[/tt] (for int8). I&#039;d however continue loading an entire int32 just for alignment purposes, but if that really needs to be shortened, use [tt]ldrh r0,[value][/tt] ... [tt]value: dh 0xYYYY[/tt] or [tt]ldrb r0,[value][/tt] ... [tt]db 0xYY[/tt]<br /><br />[quote author=Metarkrai link=topic=6868.msg202829#msg202829 date=1477494503]<br />I also tried to make a code that copy-pastes&nbsp; a string of words from an adress to another, but I couldn&#039;t get it to work.<br />I worked around this code : <br />[quote]<br />&nbsp; processor cpu32_v4t ; ARMv4t (GBA cpu)<br />&nbsp; thumb<br />&nbsp; ldr r0,[adress1]<br />&nbsp; ldr r1,[adress2]<br />&nbsp; movs r2,#0x01 ; copy 0x02 bytes from adress 1 to adress 2<br />&nbsp; pop {r4-r7, r15}<br />&nbsp; ; This is where the destination RAM address is loaded from<br />&nbsp; adress1: dw 0x02025BE8<br />&nbsp; adress2: dw 0x0200D084&nbsp; &nbsp; [/quote]<br />The game doesn&#039;t crash when executing this code, but it doesn&#039;t copy-paste the data I want.<br />I think that I previously had a code that worked for this task, but I couldn&#039;t get my hands back on it.<br />This code is essential to store the code to call the Overworld Script subroutine on a PokÃ©mon&#039;s data.<br />It would also be very useful to determine the Secret ID of a PokÃ©mon&#039;s owner.[/quote]<br /><br />Simple.. you forgot to call into the BIOS CpuSet() function with [tt]svc 0xb[/tt] after setting up the registers!<br /><br />[quote author=Metarkrai link=topic=6868.msg202829#msg202829 date=1477494503]<br />And I was wondering : with your idea of offsetting the adresses in the code to call the Overworld Script surbroutine, is it possible do to the same thing with the Bootstrap ?<br /><br />[quote]<br />; Launch task<br />dcb 0x03<br />; At address 0x02025E9C in THUMB mode<br />dcd 0x02025E9D<br />; Priority 255<br />dcb 0xFF, 0x00<br />; End script<br />dcb 0x08<br />[/quote]<br />[/quote]<br /><br />Unfortunately, that&#039;s not possible, as this is animation VM bytecode, and the address is given as an operand of animation VM opcode [tt]0x03[/tt].


subject: Can a 3DS handle more hats than a DS(i)? (SM64DS)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Well, just of boredom I decided to see if a 3DS can go further than a DS on the superior hat duplication in Super Mario 64 DS. The DS got 32 hats and crashed when you kill the snowman to release them, while a 3DS got to 64 hats, with major graphical glitches starting at 32 hats. The game froze so hard, that the debug mode&#039;s time counter was cycling between around 18m 32s 500 and 18m 32s 670, then looping.<br />Also, why is even &quot;Administr&quot; on the debug menu, this ain&#039;t Windows goddamn it. And why does it think it&#039;s 13 January 2005? Is that when my copy was made?<br />Anyway, the game just ran out of RAM probably.<br />Can anyone test the DSi? I don&#039;t have one so... <br />So, what is the answer? Yes, a 3DS can handle more hats than a DS.<br /><br />EDIT:Soft-resetting freezes everything (R.I.P the timer).


subject: Re: Can a 3DS handle more hats than a DS(i)? (SM64DS)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Did you try an a new3DS ? Maybe - but I dn&#039;t think so - it might handle more hats.<br /><br />Welp, since we are going from powers of two to powers of two, it has, I think, almost 0 chance to handle 128 hats.<br />But it just might, although I highly doubt it.


subject: Re: Can a 3DS handle more hats than a DS(i)? (SM64DS)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Ummm, I don&#039;t have the &quot;new&quot; 3DS (even though my brother was thinking about getting one, but he decided to not buy it), so I didn&#039;t try.


subject: Re: Getting money/Game Corner coins with 8F
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  [quote author=Charmy link=topic=7689.msg202831#msg202831 date=1477508367]<br />I think yes. Even though I couldn&#039;t find the address on the Data Crystal&#039;s R\B RAM map, I know that it&#039;s somewhere in the RAM.<br />[url=http://datacrystal.romhacking.net/wiki/PokÃ©mon_Red/Blue:RAM_map#]It&#039;s right here if you want it.[/url]<br />You can, however change the prizes, but you would need to use the magic 8F while on the prize menu.<br />[/quote]<br />[url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Game_Coins]You didn&#039;t look very far :P[/url]<br /><br />Anyways, the setups are pretty much the same.<br />[code]<br />8F<br />Item x[qty]<br />Thunderstone x164<br />TM13 x34<br />TM01 x[qty] / PokÃ© Ball x201<br /><br />; code from 3rd item<br />ld hl, $D5A4 ; wPlayerCoins (https://github.com/pret/pokered/blob/master/wram.asm#L2680)<br />ldi (hl), a<br />ret<br />; or<br />inc b ; PokÃ© Ball<br />ret<br />[/code]<br />This will set two of your coin&#039;s digits to 63 (either the first two or the last two, I don&#039;t remember).<br />You can also try it with 165 Thunderstones, that&#039;ll change your coinz by different amounts.<br /><br />Alternate setups :<br />[code]<br />8F<br />Item x[qty]<br />X Accuracy x164<br />Protein x36<br />Water Stone x201<br />OR<br />Water Stone x03<br />TM01 x[qty] / PokÃ© Ball x201<br />[/code]<br /><br /><br />[hr]<br /><br />[code]<br />8F<br />Item x[qty]<br />Thunderstone x164<br />TM13 x34<br />Water Stone x201<br />OR<br />Water Stone x3<br />TM01 x[qty]<br /><br />; code<br />ld hl, $D5A4 ; wPlayerCoinez this time :P<br />ldi (hl), a<br />ldi (hl), a<br />ret<br />; or<br />inc b<br />ret<br />[/code]<br />That&#039;ll set your coins to the constant amount 6363.<br />Don&#039;tcha like it ? :D<br /><br />Alternative :<br />[code]<br />8F<br />Item x[qty]<br />X Accuracy x164<br />Protein x36<br />Water Stone x34<br />TM01 x[qty] / PokÃ© / Super Ball x201<br />[/code]<br /><br /><br />[hr]<br /><br />[code]<br />8F<br />Item x[qty]<br />Thunderstone x164<br />TM11 x03<br />TM06 x54<br />Water Stone x34<br />TM01 x[qty] / PokÃ© / Super Ball x201<br /><br />; code<br />ld hl, $D5A4<br />dec b<br />adc a, $36 ; a = a ($63) + 54 ($36) + carry (0) = $99<br />ldi (hl), a<br />ldi (hl), a<br />ret<br />; OR<br />inc / dec b<br />ret<br />[/code]<br />That should give you 9999 coins.<br />Still can&#039;t afford that bike (although it&#039;s completely unrelated)<br /><br />Alternate setup :<br />[code]<br />8F<br />Item x[qty]<br />X Accuracy x164<br />Protein x36<br />TM06 x54<br />(from here, same as previously)<br />(and yep, too lazy to copy/paste)<br />[/code]


subject: Re: Getting money/Game Corner coins with 8F
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7689.msg202837#msg202837 date=1477570762]<br />[quote author=Charmy link=topic=7689.msg202831#msg202831 date=1477508367]<br />I think yes. Even though I couldn&#039;t find the address on the Data Crystal&#039;s R\B RAM map, I know that it&#039;s somewhere in the RAM.<br />[url=http://datacrystal.romhacking.net/wiki/PokÃ©mon_Red/Blue:RAM_map#]It&#039;s right here if you want it.[/url]<br />You can, however change the prizes, but you would need to use the magic 8F while on the prize menu.<br />[/quote]<br />[url=http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Game_Coins]You didn&#039;t look very far :P[/url]<br />[/quote]<br />It&#039;s now confirmed that I&#039;m blind.


subject: Re: State the obvious!
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I have no idea what you just saaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaiaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaadaaaaaaaaaaaaaaaaaaaaaa a


subject: Re: Wiki Bug List and Reports
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ISSOtm
icon: xx
body:
  Also 100% unrelated, so yay for postingposting (double-posting, lol4punz)<br /><br />The GlitchDex extension [i]seems[/i] to be broken ; [url=http://glitchcity.info/wiki/GlitchDex/RB:195]this page[/url] :<br />[s]fails to display h PokÃ© &#039;s ID[/s]<br />[quote]Identifier:	{dec} ({hex})[/quote]<br />[s]has a mistake on his family[/s] :<br />[quote]GENGAR HYBRID&quot;)[/quote]<br />has a blank &quot;Cry&quot; box,<br />[s]states that it can only be obtained via cheating, even though there&#039;s ACE[/s] :<br />[quote]This glitch PokÃ©mon is obtainable with a cheating device only. Consult our list of PokÃ©mon Gameshark Codes. [/quote]<br />and has empty &quot;moves&quot; boxes.<br /><br />I don&#039;t try to blame / flame anyone since the rest seems to work well, but it doesn&#039;t work.<br /><br />I also have some presentation suggestions, but this topic seems inappropriate.<br /><br />[EDIT]<br />[s]Also, the &quot;Method of obtaining&quot; box is wrong, even though the &quot;Other info&quot; box is right[/s] :<br />[quote author=Method of obtaining box]Method of Obtaining<br />This glitch PokÃ©mon is obtainable with a cheating device only. Consult our list of PokÃ©mon Gameshark Codes.[/quote]<br />[quote author=Other info box]Obtain: RB:195 can be obtained through the Ditto Trick using a PokÃ©mon with a Special stat of 195.[/quote]<br /><br />[s]The &quot;Evolution&quot; box displays &quot;{evolve}&quot;, yeeeeet the info in the &quot;Other info&quot; box is right.[/s]<br /><br />Also, [s]the info is redundant in the &quot;Other info&quot; boxes[/s]. That&#039;s not a bug, though.<br /><br />Plus, clicking on any ID in the main page leads to the same page.


subject: GlitchDex features request
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I&#039;ll submit a few suggestions here, but it&#039;s open for other people to use. Also, this is not a bug report thread. Please go to the Wiki Bug List instead, thanks !<br /><br />So, I have a few suggestions :<br />* There are no newlines in the &quot;Other info&quot; box (such as [url=http://glitchcity.info/wiki/GlitchDex/RB:195]here[/url]), which makes it quite hard to read, in my opinion.<br />* The &quot;Other info&quot; box has stats info inconsistent with the in the &quot;Stats&quot; box.<br />* The &quot;Super Glitch&quot; moves have no ID displayed in the &quot;Other info&quot; box.<br />* The &quot;Other info&quot; box has redundant info about stats, learned attacks, evolution, and obtaining.


subject: Re: Wiki Bug List and Reports
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Also, it&#039;s funny that it tells you:<br />[quote]This glitch PokÃ©mon is obtainable with a [url=http://glitchcity.info/wiki/Cheating_device]cheating device[/url] only. Consult our list of [url=http://glitchcity.info/wiki/Pok%C3%A9mon_Gameshark_Codes]PokÃ©mon Gameshark Codes[/url].[/quote],<br />but it also tells you:<br />[quote][b]Obtain:[/b] RB:195 can be obtained through the [url=http://glitchcity.info/wiki/Ditto_Trick]Ditto Trick[/url] using a PokÃ©mon with a Special stat of 195.[/quote]<br />I DON&#039;T EVEN KNOW ANYMORE!!!<br />Oh, and here&#039;s the page&#039;s code, looks like intended:<br />[code]&#039;&#039;&#039;h Poke (GENGAR HYBRID)&#039;&#039;&#039;<br />&#039;&#039;&#039;Dec: 195&#039;&#039;&#039;<br />&#039;&#039;&#039;Hex: C3&#039;&#039;&#039;<br /><br />&#039;&#039;&#039;Stats Lv.5:&#039;&#039;&#039; Atk 12, Def 11, Spd 16, Spc 19, HP 21<br /><br />&#039;&#039;&#039;Stats Lv.100:&#039;&#039;&#039; Atk 161, Def 133, Spd 239, Spc 289, HP 246<br /><br />&#039;&#039;&#039;Stats Lv.255:&#039;&#039;&#039; Atk 392, Def 351, Spd 627, Spc 678, HP 611<br /><br />&#039;&#039;&#039;Attacks:&#039;&#039;&#039; Lick, Confuse Ray, Night Shade, HM02 (Lv., Conversion (Lv.17), Pound (Lv.104), TM24 (Lv.175), Tackle (Lv.186), Pound (Lv.195), Super Glitch (Lv.205)<br />Type: Ghost/Poison<br /><br />&#039;&#039;&#039;Evolution?&#039;&#039;&#039; Gloom @ Lv.225<br /><br />&#039;&#039;&#039;Obtain:&#039;&#039;&#039; RB:195 can be obtained through the [[Ditto Trick]] using a PokÃ©mon with a Special stat of 195.<br />&#039;&#039;&#039;<br />Yellow Equivalent:&#039;&#039;&#039; Z4<br /><br />&#039;&#039;&#039;Notes:&#039;&#039;&#039; Pokedex freezes game<br /><br />RB:195&#039;s PokÃ©dex screen freezes the game. To get around this, Gengar&#039;s entry must be in the player&#039;s PokÃ©dex. Because RB:195 is a Gengar hybrid, the presence of Gengar in the PokÃ©dex causes the game to skip displaying RB:195&#039;s PokÃ©dex screen.[/code]<br /><br />At last, it fails to display 4 4&#039;s types (they display as [b]{type1}[/b]and[b] {type2} [/b]respectively), [s]for now I tried to fix it by changing the &quot;{glitchedtype}&quot; to just &quot;Glitch&quot; maybe that&#039;s the problem? [/s]Well, I failed. Changing this one word destroyed the whole page, now the extension doesn&#039;t even work, [s]trying to revert back to the stable version. [/s]Well, I think I&#039;ve killed it, even reverting back doesn&#039;t work.<br />[img]http://forums.glitchcity.info/blob:http://imgur.com/afb30b9d-12eb-4103-842a-63efc1db356b[/img]<br /><br />This affects every GlitchDex entry, [s]here are the screenshots of both h POKÃ© and 4 4s pages. [/s]I seem to (again) have issues with uploading the images (even Imgur doesn&#039;t want to cooperate), I&#039;ll ask ISSOtm to upload these here.


subject: Re: State the obvious!
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote]saaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa[size=1.45em][u][i][b]i[/b][/i][/u][/size]aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa[size=1.45em][u][i][b]d[/b][/i][/u][/size]aaaaaaaaaaaaaaaaaaaaaa a[/quote]<br />There you go, post debunked.<br />Now it&#039;s obvious.


subject: Re: Wiki Bug List and Reports
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Charmy : nope, that wasn&#039;t you.<br /><br />Abywayax : thanks for the changes, it works better. I applied some strikethrough to my message, but a few bugs still remain. Two or three.


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I was willing to relaunch some of the Forum Games, but in most of them the last post is mine.<br /><br />Self-pwned.


subject: Re: Wiki Bug List and Reports
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  @ISSOtm Uhhhh, then who was it?<br />Anyway, the cry and the method of obtaining are still broken.<br />Also, the &quot;other info&quot; part of 4 4&#039;s entry is empty, can I change it to tell people that it can go glitchy stuff if encountered in the wild?


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Maybe let&#039;s return to the topic of bad translations.<br />SPOILER ALERT START<br />[size=1pt]TheZZAZZGlitch told me that he&#039;s working on a new project, Similar to Bing Crystal or Google Blue, sadly I don&#039;t want to tell what game he&#039;s doing. I&#039;m possibly the only person (besides him of course) to know what game he&#039;s doing now.[/size]<br />SPOILER ALERT END


subject: Re: Wiki Bug List and Reports
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  http://glitchcity.info/w/index.php?title=GlitchDex/RB:195&amp;diff=10013&amp;oldid=8655<br />Someone named Glisp.


subject: Re: Wiki Bug List and Reports
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  It reminded me about SRB2&#039;s (Sonic Robo Blas 2, a great fan game bulit off DOOM) Master Server got screwed up and read random data as:<br />Current Act (Nitrogen Factory (not sire if it&#039;s named like this, I didn&#039;t play that game for a while) Act 230 is the best act (Tip, this is a one-act multiplayer zone), and player data (There were multiple &quot;players&quot; with the Red flag, even though there&#039;s only one flag at a time and multiple &quot;players&quot; in a Super transformation, and again, there can only be one player like this at a time), I might give the screenshot of this tomorrow.<br /><br />Anyway, I&#039;ll not update 4 4&#039;s GlitchDex entry for now to avoid glitchyness. I&#039;ll look if these pages get broken again at anytime, [s]I will also try to fix a few other pages with your tip Abywayax[/s]. Well, there&#039;s nothing to fix, besides the cries, which load the same page, but in a extremely low resolution.


subject: Re: The Member's Guide to Topiclessness
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: drc
icon: xx
body:
  SPOILER<br />[sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][sup][size=1pt]I&#039;m also making a weird ROM hack thingy. It should be pretty cool.[/size][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup][/sup]<br />SPOILER END


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [spoiler]<br />[size=1pt]Good luck. My phone&#039;s battery is dying. I need to go now.[/size]<br />[/spoiler]


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg202832#msg202832 date=1477522049]<br /><br />Use [tt]strh[/tt] (for int16) or [tt]strb[/tt] (for int8). I&#039;d however continue loading an entire int32 just for alignment purposes, but if that really needs to be shortened, use [tt]ldrh r0,[value][/tt] ... [tt]value: dh 0xYYYY[/tt] or [tt]ldrb r0,[value][/tt] ... [tt]db 0xYY[/tt]<br />[/quote]<br /><br />[quote]<br />Simple.. you forgot to call into the BIOS CpuSet() function with [tt]svc 0xb[/tt] after setting up the registers!<br />[/quote]<br /><br />[quote]<br />Unfortunately, that&#039;s not possible, as this is animation VM bytecode, and the address is given as an operand of animation VM opcode [tt]0x03[/tt].<br />[/quote]<br /><br />Well, many thanks ! <br />The codes to change a single word/byte work perfectly, as well as the code to copy-paste a string of words (I though that svc 0xb was only needed to call the subroutine).<br />It is a bit unfortunate that the Bootstrap code can&#039;t be easened for storage, but this gives additonal information on how optimal things are, and the current procedure is not that complicated too (a bit long, but no step is extra hard to perform or to follow).<br /><br />This gave me an idea to simplify the PC Item duplication procedure on Emerald, but it turned out that I already had it and had a better solution.<br />Still, the paste had some issues and I was able to fix them.<br /><br /> Letting the quantity of a PC Item be read as Remaining HP/4th word of Miscellanous substructure of Party PokÃ©mon nÂ°67 is the best way I have to corrupt that quantity. (http://pastebin.com/Ke3wUsZX)<br /> With the Remaining HP, you can decrease the quantity to 0 and then make it underflow to 0xFFFF.<br /> With the 4th word of Miscellanous substructure, the quantity increases by 0x4000 (due to Egg Flag being set), which makes quantities below 0x4001 easier to obtain. (you need to toss less Items) <br /> 24 Items are used for the structure, but they are all common Items to buy. <br /> You can manipulate and store 25 consecutive PC Items with it. (I used Party PokÃ© nÂ°66 before and I realized that it only allowed a manipulation of 6 consecutive items instead of the 12 I was thinking of, so I changed that.)<br /><br />In FrLg, since there is no NPC that reads Glitch PokÃ©mon species name like Slateport&#039;s journalist (to my knowledge), this trick can&#039;t be done, and the initial method has to be used : (http://pastebin.com/yHBhvbLh)<br /> You need to transfer a Cloning Glitch PokÃ©mon from Emer to FrLg (http://pastebin.com/237FpUTf)<br /> Using a raw Pomeg Glitch Data Corruption to corrupt the quantity of a certain PC Item.<br /> The first corruption increases the quantity from 0x0001 to 0x4001.<br /> Then, you can toss an exemplary (0x4000) and perform a second corruption to decrease the quantity from 0x4000 to 0x0000, and then obtain every possible quantity with an underflow.<br /> However, you need to take care of Berry/Tm Pouches, you need a preliminary corruption (required for the corruption that decreases the quantity of 0x4000), and the corruption takes longer since you need to perform a Pomeg Glitch Data Corruption.<br /> You can manipulate 28 consecutive PC Items with this method.<br /> Also, after 13 consecutive Items manipulated, you need to tweak the structure in order to avoid corrupting the quantity of a PC Item that was already manipulated.<br /><br /><br />With the new changes, there is still plenty of things to change/write, but it&#039;s nice to fix the existing stuff.


subject: Re: The Member's Guide to Topiclessness
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=3088.msg202857#msg202857 date=1477601430]<br />[spoiler]<br />[size=1pt]Good luck. My phone&#039;s battery is dying. I need to go now.[/size]<br />[/spoiler]<br />[/quote]<br />[size=1pt]*gives battery power* live[/size]<br /><br />also seeya.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Whew, that&#039;s a lot of trouble to set up ACE... We&#039;ll be writing a wiki article someday - if you ever manage to make a complete method that can fit in less than 1 million characters :P


subject: Game Boy Camera emulation driver - help?
poster_name: spowell
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: question
body:
  Hey there, guys! I&#039;m not sure under what category this thread should fall, so I&#039;m posting it here at General Discussion.<br /><br />I&#039;ve been trying to compile TheZZAZZGlitch&#039;s Game Boy Camera driver, whose alpha source was published over 2 years ago ([url=http://pastebin.com/raw.php?i=6qvGgQrE]http://pastebin.com/raw.php?i=6qvGgQrE[/url]), but I fail every time. I&#039;ve downloaded loads and loads of header files that were missing and tried both with g++ and with mingw32-g++, but there&#039;s ultimately some shady error I simply don&#039;t know how to handle with. Did someone try and succeed to compile that? If so, could you post the compiled executable?<br /><br />Thanks in advance!


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=drc link=topic=3088.msg202859#msg202859 date=1477604961]<br />[quote author=Charmy link=topic=3088.msg202857#msg202857 date=1477601430]<br />[spoiler]<br />[size=1pt]Good luck. My phone&#039;s battery is dying. I need to go now.[/size]<br />[/spoiler]<br />[/quote]<br />[size=1pt]*gives battery power* live[/size]<br /><br />also seeya.<br />[/quote]<br />Was charging the whole night, 45%...


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [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 />In a somewhat similar sentiment, this site makes me feel old. I joined here when I was 9 and I&#039;m 19 now. I&#039;ve been on GCL for literally over half of my life.


subject: Re: The Member's Guide to Topiclessness
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  Well, that feeling when you&#039;re sick and the TV signal is absolute crap... cutting off every second, and even if it&#039;s present, no more than 15 seconds, extremely rarely - more than 20. It seemed to be fine 3 minutes ago. Now it&#039;s back to crap levels. RIP one of my favourite shows.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=6868.msg202860#msg202860 date=1477605306]<br />Whew, that&#039;s a lot of trouble to set up ACE... We&#039;ll be writing a wiki article someday - if you ever manage to make a complete method that can fit in less than 1 million characters :P<br />[/quote]<br /><br />Yeah, this method of using the data of a PokÃ©mon from a distant party slot always takes some time to explain, and you also have certain things to look for (more than one value are changed/corrupted whereas you only want to change one, so you need to know where the other changes happen and to make them harmless).<br /><br />The procedure to transfer Items from the Bag to a Pyramid Bag and the one to check the DMA value are also tricky to explain, because you kind of stack some methods and because there are mant tiny things that need to be done in a certain way to not have issues later on (ex : having 3 or 4 party PokÃ©mon only for Instant Pomeg Glitch else the game can freeze very soon when scrolling Up / having 3 party pokÃ©mon for the duplication trick because you can end up stuck in a loop /..)<br /><br />Even explaining the mechanics of Pomeg Glitch is tough. (It takes some paragraphs on the wiki page, who looks now really nice by the way : http://bulbapedia.bulbagarden.net/wiki/Glitzer_Popping :) )<br /><br />But when you only follow the procedure, the more complex things are at the level of giving the correct EVs, keeping track of your EV-trained PokÃ©mon (by noting what you do and what nicknames/markings correspond to on your PokÃ©mon), keeping track of the glitch Items you have in your Bag (when transferring them to PC or to Pyramid Bags), tossing the right amount of Items (by stacks of 1.000), not forgetting a step, being patient in Pomeg Glitches.<br /><br />As long as you are ready to spend a couple hours on a few afternoons to complete every part of the procedure, you don&#039;t really need a deep understanding of the multiple mechanics involved to make it through. So even if it is harsh to describe the whole mechanics, doing it on console is available to anyone.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Metarkrai
icon: xx
body:
  [quote author=Wack0 link=topic=6868.msg202832#msg202832 date=1477522049]<br /><br />[quote]<br />; Launch task<br />dcb 0x03<br />; At address 0x02025E9C in THUMB mode<br />dcd 0x02025E9D<br />; Priority 255<br />dcb 0xFF, 0x00<br />; End script<br />dcb 0x08<br />[/quote]<br /><br />Unfortunately, that&#039;s not possible, as this is animation VM bytecode, and the address is given as an operand of animation VM opcode [tt]0x03[/tt].<br />[/quote]<br /><br />Do you know what kind of things could happen if I were to lower the priority a bit (to 0xB4 = 180, exactly) ?<br />I tried it with a few ACE and nothing different seemed to happen, but I don&#039;t exactly know if this (in the case of executing ACE during a battle with a Glitch Move animation) would always be safe.<br />I think that it would be, considering that we are just trying to execute a move animation in a normal battle (not many things happening at the same time), but I lack knowledge on that kind of things.<br /><br />Since the Bootstrap is mainly written with EVs, the 510 EV limit can be a hindrance. And with the fixed DMA translation on Emerald (DMA translation of 18 double-words, and not 1 double-word as erroneously calculated), the adress of PC Item #1 can&#039;t be reached because of that EV limit.<br />But if the priority was lowered to 0xB4 ( once xored with SEASOR&#039;s PID xor TID, that would require 0x00 SpDef EVs, which is the minimal amount), then a quite larger amount of adresses could be reachable with the Bootstrap code.<br /><br />With the current procedure (priority of 0xFF), ACE would start on PC Item #2 on Emerald (non Jap), which doesn&#039;t look that great (and could be a source of mistakes).<br />By lowering the priority, we could start a code from PC Item #1,&nbsp; and this would also make the procedure to obtain a Bootstrap PokÃ©mon easier.


subject: Re: The Member's Guide to Topiclessness
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [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 />A very entertaining read.<br /><br />Meanwhile I tried to write and I just quit because I hate writing


subject: Re: The Member's Guide to Topiclessness
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  My fanfic is currently paused &#039;cause I have like 9001 projects running at once.<br /><br />I also have to finish that &quot;GB programming&quot; page on the left of your screens.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Stackout
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Metarkrai link=topic=6868.msg202869#msg202869 date=1477678807]<br />Do you know what kind of things could happen if I were to lower the priority a bit (to 0xB4 = 180, exactly) ?<br />[/quote]<br /><br />I&#039;m actually not sure. I think the priority might only need to be higher than every other task, so..


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: That Guy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: That Guy
icon: xx
body:
  I tried Glitzer Popping on a physical copy of Emerald. I didn&#039;t have any setup for the pokemon in the first couple boxes, I just wanted to see what would happen. Obviously, the boxes were full of bad eggs. One of them had its markings appear &#039;broken&#039;. When I looked at the stats page, I expected a crash, but the game instead soft reset in the middle of the egg sprite&#039;s animation. Unfortunately, I don&#039;t have a recording or any other details.


subject: Re: Gen III: Access PokÃ©mon beyond the sixth slot sub-glitches.
poster_name: Metarkrai
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=That Guy link=topic=6868.msg202873#msg202873 date=1477698844]<br />I tried Glitzer Popping on a physical copy of Emerald. I didn&#039;t have any setup for the pokemon in the first couple boxes, I just wanted to see what would happen. Obviously, the boxes were full of bad eggs. One of them had its markings appear &#039;broken&#039;. When I looked at the stats page, I expected a crash, but the game instead soft reset in the middle of the egg sprite&#039;s animation. Unfortunately, I don&#039;t have a recording or any other details.<br />[/quote]<br /><br />Well, a soft reset is a frequent ending with Glitch PokÃ©mon/Sprites/Names (I consider it as a crash).<br />The sprites of invalid markings seem to oftenly do that on the summary page, which is unfortunately not useful in any way.<br />


subject: Re: Favorite protagonist
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Note:I included only protagonists from the main games, just post the name of the protagonist that&#039;s your favourite, if it&#039;s not on the list. This is just to clarify.


subject: Re: Presidential Candidate
poster_name: ravioli
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Bert link=topic=7630.msg202142#msg202142 date=1474065592]<br />Shillary has declared war on Lord Kek.<br /><br />http://www.infowars.com/hillary-declares-war-on-pepe-the-frog/<br /><br />She even has a post on her website about the dangers of this sinister cartoon amphibian. <br /><br />https://www.hillaryclinton.com/post/donald-trump-pepe-the-frog-and-white-supremacists-an-explainer/<br /><br />Please force your woman to take her pills, Slick Willy. I&#039;d like to go find my sides at some point during the weekend.<br /><br />I wish Canadian elections were this entertaining.<br />[/quote]<br /><br />&gt;kek<br /><br />You browse /pol/, don&#039;t you Bert?


subject: Re: Presidential Candidate
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ravioli link=topic=7630.msg202876#msg202876 date=1477783545]<br />[quote author=Bert link=topic=7630.msg202142#msg202142 date=1474065592]<br />Shillary has declared war on Lord Kek.<br /><br />http://www.infowars.com/hillary-declares-war-on-pepe-the-frog/<br /><br />She even has a post on her website about the dangers of this sinister cartoon amphibian. <br /><br />https://www.hillaryclinton.com/post/donald-trump-pepe-the-frog-and-white-supremacists-an-explainer/<br /><br />Please force your woman to take her pills, Slick Willy. I&#039;d like to go find my sides at some point during the weekend.<br /><br />I wish Canadian elections were this entertaining.<br />[/quote]<br /><br />&gt;kek<br /><br />You browse /pol/, don&#039;t you Bert?<br />[/quote]<br /><br />Sure do.<br /><br />&gt;Inb4 A FUCKING LEAF.


subject: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Glitcher
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Needed setup: one type of any Ball, memory editor.<br />1. Open your memory editor<br />2. Moddify address D056 with 03 (after that, the game thinks your in a battle)<br />3. Use the pokeball<br />4. When you throw the pokeball, the pokemon comes out the pokeball.<br />5. When you hear a different tune, press start to be in a glitch city<br />6. Open your memory editor, modify address CD38 with any value to walk throug walls<br />7. Try to go out of bounds (the best way is to be in Cinnabar Island and be right to the PokÃ©mon Center)<br />8. The game doesnt crash, but you will be spinning forever until you reset your emulator or Gameboy.<br /><br />I dont know if this thing is done [color=red][/color]before. If its not, then it is my first glitch that i&#039;ve discovered.


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmmm, seems to work until step 5, no glitch city appears at all. The most I&#039;ve got was Pikachu spazzing and the trainers becoming Dragon/FatMan hybrids.


subject: Re: Name Changes
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Can mine be changed from drc to MissingNoMonarch? That&#039;s what i go by on a lot of sites (twitter, pfq, youtube, etc.)


subject: Re: Grammar
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Missing? NO! link=topic=5219.msg136265#msg136265 date=1247787118]<br />I remember in the 3rd grade when I forgot how to spell &quot;of&quot; for a day.<br />Good times...<br />[/quote]<br /><br />Necrobump although it&#039;s a sticky so I don&#039;t care.<br /><br />I had that same exact thing, but with the word &quot;was&quot;. I kept thinking &quot;wuzz? waz? No, waz means piss. whasz? juas? How the hell do you spell it?&quot;


subject: Re: Presidential Candidate
poster_name: ravioli
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: ravioli
icon: xx
body:
  [quote author=drc link=topic=7630.msg202881#msg202881 date=1477845679]<br />f**k politics<br />[/quote]<br /><br />Politics affect you every day. You know those 50% taxes you&#039;re going to be paying in 10 years? Yeah you could have prevented that.<br /><br />[quote author=Charmy link=topic=7630.msg202878#msg202878 date=1477817361]<br />Well, as I&#039;m not American, I don&#039;t f***in care. But hey! Obama was a good president!<br />[/quote]<br /><br />No he wasn&#039;t. He fucked over so many people with healthcare and had so many dumb legislatures passed.<br /><br />[quote author=Bert link=topic=7630.msg202877#msg202877 date=1477793425]<br />[quote author=ravioli link=topic=7630.msg202876#msg202876 date=1477783545]<br />[quote author=Bert link=topic=7630.msg202142#msg202142 date=1474065592]<br />Shillary has declared war on Lord Kek.<br /><br />http://www.infowars.com/hillary-declares-war-on-pepe-the-frog/<br /><br />She even has a post on her website about the dangers of this sinister cartoon amphibian. <br /><br />https://www.hillaryclinton.com/post/donald-trump-pepe-the-frog-and-white-supremacists-an-explainer/<br /><br />Please force your woman to take her pills, Slick Willy. I&#039;d like to go find my sides at some point during the weekend.<br /><br />I wish Canadian elections were this entertaining.<br />[/quote]<br /><br />&gt;kek<br /><br />You browse /pol/, don&#039;t you Bert?<br />[/quote]<br /><br />Sure do.<br /><br />&gt;Inb4 A FUCKING LEAF.<br />[/quote]<br /><br />A<br />FUCKING<br />MEGANIUM<br />LEAF


subject: Re: Presidential Candidate
poster_name: Spoink
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ravioli link=topic=7630.msg202884#msg202884 date=1477852798]<br />[quote author=drc link=topic=7630.msg202881#msg202881 date=1477845679]<br />f**k politics<br />[/quote]<br /><br />Politics affect you every day. You know those 50% taxes you&#039;re going to be paying in 10 years? Yeah you could have prevented that.[/quote]<br /><br />I&#039;m 14, no way in hell I could do anything about that. And even if I could, I hate politics because it&#039;s just throwing insults at people you disagree with nowadays.


subject: Re: Presidential Candidate
poster_name: Bert
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ravioli link=topic=7630.msg202884#msg202884 date=1477852798]<br />A<br />FUCKING<br />MEGANIUM<br />LEAF<br />[/quote]<br /><br />Didn&#039;t see that coming. 10/10


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Torchickens
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I think I experienced this happening on Japanese Yellow v1.0, with the player also being placed in a glitch hell. Not sure what causes it and it&#039;s interesting if it works on non-Japanese versions.


subject: Re: The Member's Guide to Topiclessness
poster_name: Missing? NO!
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  I just realized that PT&#039;s splice of all 493 Pokemon from Gen IV expired on Imageshack. Today is a sad day.


subject: Re: Stupid Answers to Smart Questions
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Error: not a smart question. Please insert Emrakul and redo from start.<br /><br />Why is American politics such a huge dumpster fire?


subject: Re: Parallel universe
poster_name: Ketsuban
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Carl Miller
icon: xx
body:
  [quote author=drc link=topic=7686.msg202793#msg202793 date=1477358794]*pannenkoek<br /><br />although teeechnically he does have an alternate channel named pannenkeok which is kinda strange but whatever *shrugs*[/quote]<br /><br />Which is now called UncommentatedPannen.<br /><br />Also, an A press is an A press. You can&#039;t say it&#039;s only a quarter. [img]https://static-cdn.jtvnw.net/emoticons/v1/2868/1.0[/img]


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Glitcher
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7693.msg202880#msg202880 date=1477841029]<br />Hmmm, seems to work until step 5, no glitch city appears at all. The most I&#039;ve got was Pikachu spazzing and the trainers becoming Dragon/FatMan hybrids.<br />[/quote] You dont see it, because the screen needs to print it. You need to walk a bit more above until the normal world is gone, go back to your old place and welcome to Pokemon Yellow


subject: Re: Stupid Answers to Smart Questions
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  &#039;cuz they &quot;succ&quot;.<br />*Insert more immature comments here.*<br /><br />Do I need medical attension?


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  I walked around the whole Route... Will try in Cinnabar now.<br />EDIT:Nope, nothing. Only my Pikachu is a Clefairy now. The music doesn&#039;t change too.


subject: Re: Parallel universe
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  Hmmm, actually, there wass a channel named &quot;paennkeok2012&quot;... However, it was deleted just recently. At this time, his uncommentated version already existed.<br />Also, I made a error, it was ment to be &quot;x0.5&quot;, not &quot;x0.25&quot;. Look at paennkoek&#039;s &quot;*levelname.mp4* in 0.5 A presses&quot; videos.


subject: Re: Presidential Candidate
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7630.msg202016#msg202016 date=1473630728]<br />[quote author=ravioli link=topic=7630.msg202013#msg202013 date=1473613441]<br />[quote author=ISSOtm link=topic=7630.msg201908#msg201908 date=1473318339]<br />I am sorry, but this firearms thingy has, in my opinion, outlived its usefulness. Look man, in France only policemen wear weapons... and did we ever get mass shootings like you do every year ? No !<br />[/quote]<br /><br />Uh. Yes. France gets mass shootings and bombings every year and every month. <br />[/quote]<br />Well, now explain me why I never heard of any this year. Research before you say that. This year we got attacked by ISIS - you didn&#039;t because you are in America. Going there is a pain for them - they didn&#039;t strike you for the same reason you don&#039;t get the immigrants we get.<br />[/quote]<br />Ummm, should rest of Europe get worried? Are we next or something? Even though I live a few countries away from France... Should I be worried that ISIS (International S**t Issuing exploding all the SuperNova&#039;s and killing everyone) will drop a bomb on midnight?<br /><br />Anyway, we, Non-Americans don&#039;t care about American politic crap.


subject: Re: Presidential Candidate
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7630.msg202896#msg202896 date=1477927476]<br />[quote author=ISSOtm link=topic=7630.msg202016#msg202016 date=1473630728]<br />[quote author=ravioli link=topic=7630.msg202013#msg202013 date=1473613441]<br />[quote author=ISSOtm link=topic=7630.msg201908#msg201908 date=1473318339]<br />I am sorry, but this firearms thingy has, in my opinion, outlived its usefulness. Look man, in France only policemen wear weapons... and did we ever get mass shootings like you do every year ? No !<br />[/quote]<br /><br />Uh. Yes. France gets mass shootings and bombings every year and every month. <br />[/quote]<br />Well, now explain me why I never heard of any this year. Research before you say that. This year we got attacked by ISIS - you didn&#039;t because you are in America. Going there is a pain for them - they didn&#039;t strike you for the same reason you don&#039;t get the immigrants we get.<br />[/quote]<br />Ummm, should rest of Europe get worried? Are we next or something? Even though I live a few countries away from France... Should I be worried that ISIS (International S**t Issuing exploding all the SuperNova&#039;s and killing everyone) will drop a bomb on midnight?<br /><br />Anyway, we, Non-Americans don&#039;t care about American politic crap.<br />[/quote]<br />Nope. If you do that you have them win.<br />At least that&#039;s how I think (and act ^^)<br /><br />Just make sure to make getting weapons as hard as possible. But remember it is always possible to get some, just connect to Tor to get an idea &gt;.&gt;<br /><br />[quote author=drc link=topic=7630.msg202885#msg202885 date=1477854980]<br />[quote author=ravioli link=topic=7630.msg202884#msg202884 date=1477852798]<br />[quote author=drc link=topic=7630.msg202881#msg202881 date=1477845679]<br />f**k politics<br />[/quote]<br /><br />Politics affect you every day. You know those 50% taxes you&#039;re going to be paying in 10 years? Yeah you could have prevented that.[/quote]<br /><br />I&#039;m 14, no way in hell I could do anything about that. And even if I could, I hate politics because it&#039;s just throwing insults at people you disagree with nowadays.<br />[/quote]<br />100% agreed. Nowadays many (too much) people vote against Y, not for X.<br /><br />[quote author=ravioli link=topic=7630.msg202884#msg202884 date=1477852798]<br />[quote author=drc link=topic=7630.msg202881#msg202881 date=1477845679]<br />f**k politics<br />[/quote]<br /><br />Politics affect you every day. You know those 50% taxes you&#039;re going to be paying in 10 years? Yeah you could have prevented that.<br />[/quote]<br />What&#039;s that ?<br /><br />[quote author=ravioli link=topic=7630.msg202884#msg202884 date=1477852798]<br />[quote author=Charmy link=topic=7630.msg202878#msg202878 date=1477817361]<br />Well, as I&#039;m not American, I don&#039;t f***in care. But hey! Obama was a good president!<br />[/quote]<br /><br />No he wasn&#039;t. He fucked over so many people with healthcare and had so many dumb legislatures passed.<br />[/quote]<br />Why do Americans hate healthcare ? I seriously don&#039;t get it, in France it&#039;s super duper hyper useful, and that&#039;s some money we pay that&#039;s useful for sure.


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Torchickens link=topic=7693.msg202887#msg202887 date=1477866265]<br />I think I experienced this happening on Japanese Yellow v1.0, with the player also being placed in a glitch hell. Not sure what causes it and it&#039;s interesting if it works on non-Japanese versions.<br />[/quote]<br />I had a Glitch Hell in FR Red once (http://forums.glitchcity.info/index.php?topic=7401.msg199515#msg199515), but I didn&#039;t try this on console yet. Btw, Glitcher, what emulator did you use ?<br /><br />Also, here is a w s lm setup that should work :<br />[code]<br />(starting from first item)<br />w s lm<br />PokÃ© Ball x[more than 1]<br />Lemonade x3<br />TM34 x86<br />TM08 x234<br />Super Repel x205<br />TM01 x[any] / Super Ball x201<br />(...)<br /><br /><br />Code :<br />ld a, $03 <br />ld ($D056), a ; does the described effect<br />ld ($CD38), a ; enables WTW (non-zero value)<br />ret // dec b \ ret<br /><br />Hex (starting at D31D) :<br />E6 0F EA 56 D0 EA 38 CD C9 01<br />[/code]<br />Better try this in BGB for more accuracy.<br /><br />Any VC testers out there ?<br /><br />(Note for EU testing : use TM34 x85 instead of x86)


subject: Re: Stupid Answers to Smart Questions
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=4875.msg202893#msg202893 date=1477924408]<br />attension<br />[/quote]<br />[quote author=Charmy link=topic=4875.msg202893#msg202893 date=1477924408]<br />a[b]r[/b]t[b]erial [/b]tension<br />[/quote]<br />Watch your syntax, dumass.<br /><br /><br />Do you watch Game Theory ?


subject: Re: Stupid Answers to Smart Questions
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
modified_name: Charmy
icon: xx
body:
  [quote author=ISSOtm link=topic=4875.msg202899#msg202899 date=1477929834]<br />[quote author=Charmy link=topic=4875.msg202893#msg202893 date=1477924408]<br />attension<br />[/quote]<br />[quote author=Charmy link=topic=4875.msg202893#msg202893 date=1477924408]<br />a[b]r[/b]t[b]erial [/b]tension<br />[/quote]<br />Watch your syntax, dumass.<br />[/quote]<br />I&#039;m not Mr. Perfect ya know?<br /><br />Anyway, I&#039;m always both hungry and thirsty, so... Poof.<br /><br />I&#039;m going to Ask another &quot;Would you rather?&quot; -like question.<br />Having every game be in Japanese or having every game be in Imgresz? (Engrish)<br /><br />&#128564;&#128564;&#128564;&#128284;&#128283;&#128285;,&#127345;&#127344;&#127345;&#127344; â„¹â“‚ &#127379; &#127384; &#127380;, &#127381;&#127381;&#127381; &#127378; &#128175;&#127975;âž¡â¬…&#128282;&#128283;&#128285;, Â©Â®â„¢ &#127359;â„¹&#127382; &#127359;&#127358;&#127382; &#127359;&#127380;&#127358;&#127382; &#127386; &#127381;&#127359;â„¹&#127382;&#127358; &#127490;&#127543;&#127542;&#127535;&#127568;&#127545;&#127514;&#127538;&#127569;&#127544;&#127540;&#127539;ãŠ—ãŠ™&#127546;&#127541;&#128307;âš«&#128306;&#128176;&#128176;&#128178;&#128178;&#128179;&#128185;&#128232;&#128230;&#128235;&#128234;&#128236;&#128237;&#128238;&#128221;&#128199;&#128198;&#128197;&#128194;&#128188;&#128188;&#128202;&#128204;&#128206;&#128200;&#128206;&#128201;&#128201;&#128206;&#128274;&#128275;&#128271;&#128272;&#128273;&#128511;&#127937;&#128296;&#128296;&#128296;&#128296;&#128296;&#128296;&#128138;&#128138;&#128138;&#128138;&#128138;&#127937;&#127937;&#127937;&#127937;&#127937;&#128302;&#128302;&#128302;&#127183;&#127183;&#127183;&#126980;&#126980;&#126980;&#127924;&#127924;&#127924;&#128347;&#128359;&#128336;&#128348;&#128337;&#128349;&#128338;&#128350;&#128339;&#128351;&#128340;&#128352;&#128341;&#128353;&#128342;&#128354;&#128343;&#128355;&#128344;&#128356;&#128345;&#128357;&#128346;&#128358;&#127761;&#127762;&#127763;&#127764;&#127765;&#127766;&#127767;&#127768;&#127770;&#128642;&#127920;&#128642;&#128645;&#128644;&#128644;&#128645;&#128661;&#128644;&#128136;&#128644;&#127906;&#128644;&#127983;&#128644;&#127984;&#128644;&#127758;&#128644;&#128298;&#128644;&#127849;&#127851;&#127828;&#127839;&#128018;&#128142;&#128081;&#128081;&#128081;&#128172;&#128164;&#128079;&#128079;&#128079;&#128131;&#128108;&#128115;&#128130;&#128570;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128123;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;&#128128;<br />Goddamn it, I just Love these Android emotes.


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Glitcher
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=ISSOtm link=topic=7693.msg202898#msg202898 date=1477929730]<br />[quote author=Torchickens link=topic=7693.msg202887#msg202887 date=1477866265]<br />I think I experienced this happening on Japanese Yellow v1.0, with the player also being placed in a glitch hell. Not sure what causes it and it&#039;s interesting if it works on non-Japanese versions.<br />[/quote]<br />I had a Glitch Hell in FR Red once (http://forums.glitchcity.info/index.php?topic=7401.msg199515#msg199515), but I didn&#039;t try this on console yet. Btw, Glitcher, what emulator did you use ?<br /><br />Also, here is a w s lm setup that should work :<br />[code]<br />(starting from first item)<br />w s lm<br />PokÃ© Ball x[more than 1]<br />Lemonade x3<br />TM34 x86<br />TM08 x234<br />Super Repel x205<br />TM01 x[any] / Super Ball x201<br />(...)<br /><br /><br />Code :<br />ld a, $03 <br />ld ($D056), a ; does the described effect<br />ld ($CD38), a ; enables WTW (non-zero value)<br />ret // dec b \ ret<br /><br />Hex (starting at D31D) :<br />E6 0F EA 56 D0 EA 38 CD C9 01<br />[/code]<br />Better try this in BGB for more accuracy.<br /><br />Any VC testers out there ?<br /><br />(Note for EU testing : use TM34 x85 instead of x86)<br />[/quote] I used a iPad emulator, but i think it just works on all emulators just fine. If it doenst, just say it to me so i know what i did wrong, or what i said as the turtorial


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Glitcher
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Charmy link=topic=7693.msg202894#msg202894 date=1477924487]<br />I walked around the whole Route... Will try in Cinnabar now.<br />EDIT:Nope, nothing. Only my Pikachu is a Clefairy now. The music doesn&#039;t change too.<br />[/quote] I think your doing it wrong, tell me what you actully do, do you EXACTLY what i told in the turtorial? Just modify address D056 with values above 2. Then throw pokeball, then modify CD38 with any value, go oob, and then you have it. The place where i meant to go is further than that white wall what crashes your game. Hope it works.


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: ISSOtm
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Glitcher link=topic=7693.msg202902#msg202902 date=1477949393]<br />[quote author=ISSOtm link=topic=7693.msg202898#msg202898 date=1477929730]<br />[quote author=Torchickens link=topic=7693.msg202887#msg202887 date=1477866265]<br />I think I experienced this happening on Japanese Yellow v1.0, with the player also being placed in a glitch hell. Not sure what causes it and it&#039;s interesting if it works on non-Japanese versions.<br />[/quote]<br />I had a Glitch Hell in FR Red once (http://forums.glitchcity.info/index.php?topic=7401.msg199515#msg199515), but I didn&#039;t try this on console yet. Btw, Glitcher, what emulator did you use ?<br /><br />Also, here is a w s lm setup that should work :<br />[code]<br />(starting from first item)<br />w s lm<br />PokÃ© Ball x[more than 1]<br />Lemonade x3<br />TM34 x86<br />TM08 x234<br />Super Repel x205<br />TM01 x[any] / Super Ball x201<br />(...)<br /><br /><br />Code :<br />ld a, $03 <br />ld ($D056), a ; does the described effect<br />ld ($CD38), a ; enables WTW (non-zero value)<br />ret // dec b \ ret<br /><br />Hex (starting at D31D) :<br />E6 0F EA 56 D0 EA 38 CD C9 01<br />[/code]<br />Better try this in BGB for more accuracy.<br /><br />Any VC testers out there ?<br /><br />(Note for EU testing : use TM34 x85 instead of x86)<br />[/quote] I used a iPad emulator, but i think it just works on all emulators just fine. If it doenst, just say it to me so i know what i did wrong, or what i said as the turtorial<br />[/quote]<br />I cannot test right now, but I bet that wouldn&#039;t console-verify. I say this because Glitch Hell on JP versions has been confirmed so far only on old (bad at emulating) versions of VBA.<br /><br />I maybe could try this out on console, but I lack a SD card. I&#039;ll see later if it works.


subject: Re: Different OOB crash (Pokemon Yellow ONLY)
poster_name: Charmy
poster_email: *****@*****
poster_ip: ***.***.***.***
icon: xx
body:
  [quote author=Glitcher link=topic=7693.msg202903#msg202903 date=1477949632]<br />[quote author=Charmy link=topic=7693.msg202894#msg202894 date=1477924487]<br />I walked around the whole Route... Will try in Cinnabar now.<br />EDIT:Nope, nothing. Only my Pikachu is a Clefairy now. The music doesn&#039;t change too.<br />[/quote] I think your doing it wrong, tell me what you actully do, do you EXACTLY what i told in the turtorial? Just modify address D056 with values above 2. Then throw pokeball, then modify CD38 with any value, go oob, and then you have it. The place where i meant to go is further than that white wall what crashes your game. Hope it works.<br />[/quote]<br />Well, I was changing it to 01, no matter there was no glitch city...


