Gen 1 implementation of tile collision data
Posted by: Ryccardo
Date: 2014-07-17 14:19:45
After doing that you can't move anymore (unless you switch those "Pokèmon" back). Pressing Start shows you in the void.
Now, if we consider that swapping 1416 crashes the game (infamous vertical bars, then immediately turning to a white screen) as you close the menu* and that in Glitch City something similiar happens (what you see is not where you walk unless the menu is open), does this suggest the game holds the map data twice, actually rendering each tile at least twice (for appearance and attributes) instead of using a tileset database like you can see in EliteMap for Gen III games?
Given that these games store the Pokèmon number twice and mostly doesn't rely on a database for types, who knows…
*This actually contradicts how I understand the void is handled – that is, the crash is caused by the act of wrapping around the coordinates and triggering an unset connection while actually having an "excessive" position doesn't cause crashes…