Triggering 'pure' glitch music on Pokémon Yellow
Posted by: Torchickens
Date: 2010-08-27 09:32:08
We have an audio modifier by HyperHacker on our GameShark codes archive (01XX5AD3) but I realized that even if the value is kept constant the audio will change if you go to a different kind of location such as a cave, so eventually I found that you have to change the addresses D0EF and D0F0 as well to get a constant result every time.
There seem to be at least four valid possibilities for those addresses and they seem to denote the 'music type', as an extra parameter to work with addresses like D35A: Cave/title screen music (1F,1F), Overworld/intro music (02,02), Battle music (08,08), Surf game/extra features (20,20). Each of these music types with the exception of 'Surf game/extra features' are filled completely with valid audio which appears in the final game (although some values denote 'part of the music', like Celadon City instrument 1 instead of the whole tune) but by experimenting with the surf game/extra features section or an invalid combination it is very easy to run into what appears to be pure glitch music.
I managed to generate three GameShark codes to control the music when you enter a new area entirely (with the exception of Pikachu voices) and found the unused track in the extra features section with the codes 0120EFC0 0120F0C0 and 019F5AD3 (sound#159). Low values for D35A seem to be global, these include things such as Pokémon cries with an undefined pitch or bumping into a wall but higher values seem to be local, so if there is nothing valid in the given addresses the game will set a flag for something else, or play 'glitch music'.
In theory we could try starting an AudioDex project, although it would be very very long and the combined file size would be extremely large because in general the codes to change would be 01XXEFC0 01XXF0C0 and 01XX5AD3 (16777215 possibilities) but some of the audio types like (20,20) tend to be safer (although it doesn't stop the game from spawning random NPCs every now and then), so we could find perhaps around 240 or so glitch audio tracks in those addresses.