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Generation I Glitch Discussion

Official 1st Gen (Red/Blue and Yellow) Glitch Discussion - Page 25

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: SatoMew
Date: 2015-02-13 09:41:20

It's explained in the post by luckytyphlosion at the top of the page with your post


Oops! I missed that, thanks.

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: bbbbbbbbba
Date: 2015-02-14 02:37:55


I haven't been here for a while, and now I see there is a new flavor of Trainer-Fly, the "Viridian Forest wild encounter method". Could anyone explain to me why it works? Does it work on any other trainers in the game, and why is poisoning necessary? Thanks in advance.


This trick may also be called "death-warp" and was apparently found by Vimgur. Thomaz documented it in 2011 on [url=http://a popular Youtube video.

The name I gave, "Viridian Forest wild encounter method" is not very good in hindsight, because you can do the glitch with other Trainers as well.

Thomaz suggested using a Bug Catcher on Route 6 for death-warping for Red/Blue any% no save corruption. That death-warp has been used in a very recent TAS.

Details:
You have to get into a wild Pokémon battle within a Trainer's vision, example:

[img]http://i5.minus.com/ib0gfzPJ8VJgUW.png[/img]

Then lose the wild Pokémon battle before being spotted. This will make the "!" appear and encounter music to play after the blacked out music, and you will warp elsewhere.

Your last Pokémon being poisoned is not required, but poison can make it easier to lose battles against weak Pokémon. Additionally, poison (or possibly Self-Destruct etc.?) may be needed to lose a battle against a Kakuna or Metapod that can only use Harden (and infinitely due to enemy Pokémon effectively having unlimited PP).

Differences between death-warp and Trainer-Fly:
1. Ability to open the start menu straight away in death warp. In Trainer-Fly you need to beat another Trainer (on another route since you may not be able to battle anyone on the original route and I don't know if that would work anyway) or save by changing boxes and resetting the game to get the ability to open the start menu again.
2. Returning to the route (and cave?) straight away after a death warp will load the Trainer you escaped from. This is unlike Trainer-Fly where seemingly nothing happens if via you return to the place, unless you defeat a Trainer in that place by changing boxes and resetting first, which can activate the walking lag glitch. The Trainer may have a glitched speech for when you defeat them.
3. In death warping you don't need to encounter another Trainer to activate the Special stat encounter mechanic. So you could just death-warp, encounter a wild Pokémon without having to encounter a Trainer, and get the Special stat encounter when you return to the route.

^ Behaviour from Red/Blue. May be different in Yellow.

Other than those differences, the death warp glitch works just like Trainer-Fly (with the level=attack stage species=Special stat relationship) provided you encounter a Pokémon or another Trainer after death-warping.

This trick can be used to get level 100 Pokémon before Brock by encountering a level 1 medium-slow Pokémon first, video (like for Ivysaur; ID:09, you can encounter a level 4 Pidgey with a Special DV of 15  on Route 2 according to the video). This trick is not necessary for getting level 100 Pokémon before Brock quickly w/o save corruption in Yellow; there is a long-range Trainer in Viridian Forest you can Escape Rope from in Yellow (unlike Red/Blue where there are none).

Death-warping does not use up the Trainer so you can do it as many times as you like.

You also have the ability to do the Special stat encounter part of Trainer-Fly without using up both the Trainer you escape from and the Trainer you battled if you:

*Lose to the Trainer you actually battle.
*After Trainer-Flying, change boxes, beat the Elite Four and after the game resets encounter a wild Pokémon.

Hope that helps. If you have any questions let me know.


Honestly, I'm surprised that this is not discovered earlier than Trainer-Fly. It seems to be easier to natually come up when playing a game…

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: camper
Date: 2015-02-15 20:53:23

Speaking of Viridian Forest, is the behavior described in Werster's video documented? If so, is it intentional or is it another glitch?

This only works in some versions. Apparently in the original (Japanese) versions, the bottom-left tile is used for checking wild encounters. If it's a grass tile, the game checks the grass-encounter list. If it's a water tile, the game checks the water-encounter list.

In some of the localizations (including English) however, the game checks the bottom-right tile for wild encounters. Since the bottom-right tile is NOT a grass tile in some of the Viridian Forest tiles, they don't give a wild encounter.

This is also the cause of the East Coast Encounter Glitch (Cinnabar east coast and the less-known Seafoam Islands east coast). The game checks the bottom-right tile, finds it's a water tile, and tries to load up an encounter table. However, it still uses the bottom-left tile to determine the encounter type, which is a land tile for the east coastline, and so it loads the grass-encounter list.


I'll have to try this in the Italian version, where surfing on beaches correctly gives water Pokémon


I think both Italian and Spanish versions determine both encounter and encounter type by the bottom-right tile.

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Torchickens
Date: 2015-02-15 22:27:07
This was a little confusing to take in re:the bottom-left tile and bottom-right tile determining different things in a 2x2 tile set. I am not if it's just me, but I'm a bit tired as I post this.

So I wrote something based on what you and lucky said:

English:
Bottom-left tile: encounter type (grass or water); enable encounters if encounter table exists in memory
Bottom-right tile: encounter rate to use (grass or water list's)

Japanese (totally unconfirmed):
Bottom-left tile: encounter rate to use (grass or water list's)
Bottom-right tile: encounter type  (grass or water); enable encounters if encounter table exists in memory

It makes me curious that you suggest the bottom-left tile may be used for loading the encounter rate instead of the bottom-right tile in the Japanese versions.

If this is true, and let us say the "left facing shore tile" is still considered to be a grass tile in Red/Green, may that mean if you had a 2x2 tile set like below then the old man glitch is possible in Red/Green?

[img]http://i1.minus.com/i3dJBkSiivO1r.png[/img]

Maybe this would work with right-facing shore tiles too (if they are grass tiles), it's just the old man trick in Red/Green doesn't work even if you use the west coast's right-facing shore tiles, theoretically because you are still on Cinnabar Island and the water list encounter rate is still 0 (and we are relying on a theory).


I think both Italian and Spanish versions determine both encounter and encounter type by the bottom-right tile.


There is something deeper to the grass surfing glitch (which occurs in at least the Spanish Red) because the Pokémon you find can be altered by battling a Trainer before, and the Pokémon you find are not determined by the normal grass Pokémon list that is updated every time you visit a new route with grass encounters.

Edit: In Green you can encounter water Pokémon here from the right-facing tiles which either means they are classed as water tiles or disproves the theory:

[img]http://i1.minus.com/iWdUWdw2i9dIg.png[/img]

But nothing here from the left-facing tiles even if the grass encounter rate is set to FF and the water encounter rate has got to be greater than 0 for Sea Route 20.

[img]http://i3.minus.com/iDwHmrnCvvGvF.png[/img]

I did manage to hack a left-facing shore tile with water left of it, but it gave the water encounters.

[img]http://i4.minus.com/iCnidIEUXnLsK.png[/img]

Seems like there's no hope for old man trick in Green, maybe unless you manipulated 2x2 tiles that had a mix between an actual grass tile and a water tile, like this:

[img]http://i1.minus.com/i7bAtnvGGg47A.png[/img]
so this may give a water route encounter rate to work around the grass encounter rate being set to 0 and grass (old man) data encounters.

That won't be part of a 'block' (unless a glitch 4x4 block has it, hmm), but if you just corrupted the screen would it work? I can corrupt it like that when the start menu is open but not when it is closed.

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: bbbbbbbbba
Date: 2015-02-16 22:08:53
Also, the wiki now says "(an Escape Rope or Dig is essential for the Viridian Forest wild encounter method)". This doesn't make sense: death-warping uses blackout as the warp method, not an Escape Rope or Dig.

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: camper
Date: 2015-02-17 05:33:25

Japanese (totally unconfirmed):
Bottom-left tile: encounter rate to use (grass or water list's)
Bottom-right tile: encounter type  (grass or water); enable encounters if encounter table exists in memory

I meant in Japanese versions, both of those are determined by the bottom-left tile. Early localizations change part of it to bottom-right, and later localizations change the rest to bottom-right.

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: luckytyphlosion
Date: 2015-02-17 17:49:25

There is something deeper to the grass surfing glitch (which occurs in at least the Spanish Red) because the Pokémon you find can be altered by battling a Trainer before, and the Pokémon you find are not determined by the normal grass Pokémon list that is updated every time you visit a new route with grass encounters.


I actually found this out a few days ago when looking in the disasm; it's because wEnemyMon1Species overlaps with the Water Pokémon and the Water Rate found on a route.

You can port this over to English versions using a mix of 9F, 8 8 and Trainer-Fly (although it isn't really worth it).

* Trainer-Fly on a route with water (Water Rate doesn't matter)
* Have the Special Value of the last Pokémon seen be the value of any Trainer.
* Return to the Route that was Trainer-Fly'd on, and once the start menu opens, use 8 8.
* Once the Battle starts, use 9F, and immediately Save+Quit (the start menu will pop open)
* Once you reload your save, exit the Start Menu and use a Jack item to get into water (surfing won't work for some reason)
* Cornerbonk to find Pokémon that were not on the route. (Note: You will need to use 9F after every encounter in order to keep the encounter rate open, and then Save+Quit after catching a Pokémon, because the game thinks that the next Pokémon encountered will be a Ditto since you never actually finished the battle)

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Torchickens
Date: 2015-02-18 07:25:51
Oh, cool. Maybe in the Spanish/Italian versions when you are surfing then the game will give you Pokémon from the water encounter list and rate (which is not supposed to be updated on Route 24 but has its water rate updated by a Trainer) no matter what even if you are on a grass tile.

This would also explain why the old man glitch is possible in Spanish and Italian versions by walking on the left-facing shore tile but actually surfing on it won't work, you get Tentacool (because the game is using the water encounter list).

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: pigdevil2010
Date: 2015-02-21 23:52:08
Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode.

Needs someone to confirm it in real monochrome Game Boy though…

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Xiphiidae
Date: 2015-02-22 00:09:36

Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode.

Needs someone to confirm it in real monochrome Game Boy though…


Confirmed working on my original Gameboy (and GBA). Taking a decent video/image of it will be a bit of a challenge though…

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Háčky
Date: 2015-02-22 00:37:46

Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode.

Needs someone to confirm it in real monochrome Game Boy though…

The same thing happens on a GBC or GBAas would be expected; since the game doesnt have any GBC features, it runs in GB mode with a color palette set by the CGB bootstrap ROM. I wonder why this is different on an SGB?

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Missingnoguy55
Date: 2015-02-22 03:18:35


Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode.

Needs someone to confirm it in real monochrome Game Boy though…

The same thing happens on a GBC or GBAas would be expected; since the game doesnt have any GBC features, it runs in GB mode with a color palette set by the CGB bootstrap ROM. I wonder why this is different on an SGB?


Could be a difference between bootstrap ROM versions across systems, not a huge-enough one to break compatibility though. That's just my suggestion, however.

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Quibz
Date: 2015-03-13 12:12:45
I think I might have found a new glitch. It's a lot like the 0 error glitch, but there are some differences, and it happens on a different route. I looked all over the internet and couldn't find any mention of it. Does anyone know where the right place is to report a glitch, or if this is the place, how to make it more well known?

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Torchickens
Date: 2015-03-13 12:52:54

I think I might have found a new glitch. It's a lot like the 0 error glitch, but there are some differences, and it happens on a different route. I looked all over the internet and couldn't find any mention of it. Does anyone know where the right place is to report a glitch, or if this is the place, how to make it more well known?


We used to have a "submit a glitch" board, but it became obsolete after the wiki was set up. What happens in this glitch? You can make an article for it on the wiki if you like and I'll see if we already have it.

If you return to the same route you flew away from a Trainer without battling another, then battle a Trainer on that route you can cause some instability like walking lag/sound effects playing as you walk.

There are various glitch text boxes you can get by talking to a certain person, sign, etc. (instead of leaving the last text box as the start menu) before returning to the route after setting up a Trainer-Fly and battling another Trainer.

With the "Trick Zone" effect you can turn Trainer sprites into glitchy things.

Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion

Posted by: Addri Trainer
Date: 2015-03-15 11:02:21
I think that you know the rotatory glitch. With this glitch you can change your sprite to a Oak's Sprite.  Well, yesterday I proves this in Pokemon Red and I can change my sprite for a girl, a police, a boy… And I know that the sprites not is the same in all versions. In Yellow Version is different (not all sprites). You can see the sprites in this video that I upload yesterday, and I write in the description the different sprites that you can change:

https://www.youtube.com/watch?v=pADT-D8kO4w

This and the Rotatory's Glitch is very fun! But you have to press the pad motion for have the sprite. If you loose, the sprite returns to be a normal.