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Unused Celadon City warp in Japanese Generation I - Page 1

Unused Celadon City warp in Japanese Generation I

Posted by: SatoMew
Date: 2015-02-19 10:24:03
The original thread.


The Gameshark codes 01xxB5D3 01xxB1D3 control which 'warp point' a southern exit will take you in Red/Blue.  If you go to Celadon City and set both codes to 08, you will end up here after entering an exit.

[img]http://i.minus.com/jbyZTBMQQzfKV0.png[/img]

Does this imply there might have been an unused building in Celadon City at some point in the game's development, or is this some kind of weird coincidence?


In all Japanese versions, the addresses are D330 and D334. Thus, to access the unused warp in Celadon City on those games, you must set them to 08 or use GameShark codes 010830D3 and 010834D3.

AniGIF:

[img]http://i.imgur.com/JJVb738.gif[/img]

Re: Unused Celadon City warp in Japanese Generation I

Posted by: Torchickens
Date: 2015-02-20 08:37:14
Cool. I have an addendum. Use the code 017C72C8 (this alters one of the 4x4 blocks on the screen) and you can make a door appear where the unused warp is to the Celadon Department Store.

[img]http://i.minus.com/ibfkiYfMEB9ihC.gif[/img]

P.S. I actually have something cool planned for altering a map 'permanently' to a devamped Johto map etc. in Generation I.

Re: Unused Celadon City warp in Japanese Generation I

Posted by: SatoMew
Date: 2015-02-20 10:09:19

Cool. I have an addendum. Use the code 017C72C8 (this alters one of the 4x4 blocks on the screen) and you can make a door appear where the unused warp is to the Celadon Department Store.


Oh, that's just like the Game Genie code to patch a door on the Safari Zone's gate in the Generation II games. Neat!

Do you happen to know the address(es) that control the behavior of a warp tile in the Generation I games?


P.S. I actually have something cool planned for altering a map 'permanently' to a devamped Johto map etc. in Generation I.


I'm looking forward to it :)

Re: Unused Celadon City warp in Japanese Generation I

Posted by: Torchickens
Date: 2015-02-20 11:45:45
Yes. In English Red/Blue D3AF is the start of the warp list. Thanks to this post.

The structure is like this:

y coordinate, x coordinate, exit point, map ID. (repeat)

So for example, the unused warp's data is stored at D3CF (the ninth entry but ID 08 because the entries start at 00) and is 13, 27, 00, 88 (Celadon Department Store 5F). To be able to use the warp, the tile has to be a door, or you seemingly have to bump into a certain tile from a tile that is next to it.

This is one of those tiles.
[img]http://i7.minus.com/ikiroX7WC6J7j.png[/img]

Note that indoor warps use FF as the map ID.

I think with item underflow you could alter one of the indoor maps of Celadon City to have an 08 exit point and see the unused exit without cheating.

Thinking about it, the creator of the select glitch "warp by Nidoran" probably had to alter these addresses! The y position for the east warp in the Name Rater's house is 07 (Special=07) the x position is 03 (Nidoran), and the current HP probably alters the FF value to what you want but I do not know where the second move PP4 comes into this.

Re: Unused Celadon City warp in Japanese Generation I

Posted by: SatoMew
Date: 2015-02-20 13:23:10

Yes. In English Red/Blue D3AF is the start of the warp list. Thanks to this post.

The structure is like this:

y coordinate, x coordinate, exit point, map ID. (repeat)

So for example, the unused warp's data is stored at D3CF (the ninth entry but ID 08 because the entries start at 00) and is 13, 27, 00, 88 (Celadon Department Store 5F). To be able to use the warp, the tile has to be a door, or you seemingly have to bump into a certain tile from a tile that is next to it.

This is one of those tiles.
[img]http://i7.minus.com/ikiroX7WC6J7j.png[/img]

Note that indoor warps use FF as the map ID.


Thanks! The values should be the same in the Japanese versions, right? I'll see if I can find the equivalent address.

The idea I have in mind is to replicate this behavior of the warp tiles in the Generation I games.

Re: Unused Celadon City warp in Japanese Generation I

Posted by: Missingnoguy55
Date: 2015-02-24 09:30:37

P.S. I actually have something cool planned for altering a map 'permanently' to a devamped Johto map etc. in Generation I.


Words cannot express how long I've wanted to see a devamped Johto for Generation I.

Re: Unused Celadon City warp in Japanese Generation I

Posted by: Torchickens
Date: 2015-03-31 19:01:04


P.S. I actually have something cool planned for altering a map 'permanently' to a devamped Johto map etc. in Generation I.


Words cannot express how long I've wanted to see a devamped Johto for Generation I.


I didn't change a map to a Johto map this time, but ta-da, here is Twinleaf Town in Red.

[img]http://i1.minus.com/i57ko7wCzwn4d.png[/img]

Here is a video on how to get it with 8F. I had doubts about being able to pull it off but it was relatively straight forward thanks to the CopyData function (call 00B5, bc=size, hl=source, de=destination) and there being map scripts (to actually execute the code to change the map, etc. after you write there with 8F) and signs (sign 05 conveniently) derived from the memory.

https://www.youtube.com/watch?v=ddSHGg4-qSY

This stays permanently until you change the box data from DC01-DCF0, DD01-DD70 (not a real fix, entering Pallet Town may freeze the game if you do this) or re-corrupt D5F1 (Pallet Town map script), e.g. by changing it in an underflowed box from the dry underflow glitch.