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Generation I Glitch Discussion

Performing the Yami Shop glitch on a translated Pokémon Green rom - Page 1

Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Stilgar
Date: 2014-03-08 11:15:04
Hello everyone, new user here.
I have always been very interested in the first and second Pokémon generations' alpha and beta elements, especially the unused Badges and items in Red and Green, and how they can be seen using the Yami Shop glitch. This gave me an idea.
I found an English translation of a Pokémon Green rom which is quite hilarious since its literal and done probably using Google Translate or something like that, so I tried to replicate the Yami Shop glitch to check whether the unused badges and items were translated too. The usual method (selecting the 14th item, then the second Pokémon in the party in battle, etc) didnt work, so I experimented a bit by selecting other items and Pokémon in the party and stumbled upon something interesting.
If you select the 8th item in the bag and then one of the Pokémon in the party, it will become glitchy and its moveset will be replaced with some moves it cant normally learn and with some of the unused Badges and items, that were therefore translated in the process. Those moves either freeze the game or work like existing moves like Substitute or Softboiled. One of them (Buddha Badge) does something like increasing my Accuracy by one stage and the animation was like the Psychic move, so maybe is actually an unused move/unused move effect.

[img]http://i.imgur.com/qfIhHna.png[/img] [img]http://i.imgur.com/vWwDghU.png[/img] [img]http://i.imgur.com/IHMQd4a.png[/img] [img]http://imgur.com/kTtESy6[/img] [img]http://i.imgur.com/P2izITL.png[/img] [img]http://i.imgur.com/0pR477g.png[/img] [img]http://i.imgur.com/LGSSWhY.png[/img] [img]http://i.imgur.com/ZtDjrIF.png[/img] [img]http://i.imgur.com/3roy5gy.png[/img] [img]http://i.imgur.com/ksiv6wk.png[/img] [img]http://i.imgur.com/I9Briwb.png[/img]

Here you can see Silver, Fireball Badge, Eagle Badge (mistranslation of Falcon Badge), Thunder Badge (mistranslation of Lightning Badge), Rose Badge, Egg, Gold, Buddha Badge (mistranslation of Jizo Badge), Gold Badge, Friend Badge (mistranslation of Friendship Badge), Little Captain, Captain, Young Bird (mistranslation of Chick), Little Master and Master.
Malicious Teeth, Split, Omnipotent Ball and Skyrocket are mistranslations of Super Fang, Slash, Master Ball and Struggle (not sure of this one).
Substitute also appeared sometimes in the movesets, curiously enough Tri Attack, Super Fang, Slash, Substitute and Struggle are the last index number moves in the first generation.
The movesets change by switching different Pokémon in the third and four slot in the party, but the sprite is based on the one in the first slot. I used many Pokémon and tried multiple times to have all of this to appear, Bronze and Cool Badge never appeared, though.

[img]http://i.imgur.com/HclChOf.png[/img] [img]http://i.imgur.com/9p5AA7i.png[/img] [img]http://imgur.com/kmezWtj[/img] [img]http://i.imgur.com/lMSptz4.png[/img] [img]http://i.imgur.com/YVI6vvQ.png[/img]

If you select the item on the 7th slot a "white" Charizard with this moveset will always appear, if you select an item after the 8th slot TM55 (beta HM05) or empty movesets should appear (notice the strange Standard/Wrestle = Normal/Fighting type), but you select the 10th item the overworld will become glitchy, the player will be stuck and the bag will glitch out and you will se items like non-beta Badges, Trainer classes or your in-game name. WARNING: some items could freeze your game sometimes.

[img]http://i.imgur.com/djaJy4d.png[/img] [img]http://i.imgur.com/WuunwWk.png[/img] [img]http://i.imgur.com/7fHWlyP.png[/img] [img]http://i.imgur.com/0QTPRxg.png[/img] [img]http://i.imgur.com/qTL9f4K.png[/img] [img]http://i.imgur.com/w9WRoWx.png[/img]

Moreover, if you select the 19th item (a key item probably works better I noticed), encounter a Pokémon, select your second party member, then check your Bag after battle, glitchy items will appear: here we have the Yes (the "E" is a glitch), Purchase, North and East options, the unused item Coin, 4F (other floors can appear too, unfortunately 8F never appeared), the Pokédex (mistranslated as Handbook, works both in and outside battle) and the Surfboard ("????", Booster is X Speed or something like that, TM52 is beta HM02). If I remember correctly the North item can heal your Pokémon's HP or something like that.

[img]http://i.imgur.com/FdBAOze.png[/img] [img]http://i.imgur.com/VZeHayZ.png[/img] [img]http://i.imgur.com/PahO8Mu.png[/img] [img]http://i.imgur.com/wLYAfKv.png[/img] [img]http://i.imgur.com/US2mU9T.png[/img] [img]http://i.imgur.com/iUv0iEp.png[/img]

Then, if you go inside a Shop, click Sell and sell an item with glitchy blocks as a name (it can be blank sometimes too) that has a price of 4999999, then click Buy, the Yami Shop glitch will finally work, now you can buy glitch items (use an infinite money cheat because most are expensive), here you can see some actual non-beta Badges (so Grey Badge throws Bait and Blue Badge throws Rock, both in and outside battle, the others are unusable), Hilluf Director (mistranslation of the unused trainer class Silph's Chief), Ground and Poison types, Teach Aochider (mistranslation of the Trainer class "Okido-sensei", belonging to the unused Professor Oak battle), the Mail item which I don't know what actually is, probably a mistranslation of a normal existing item, and various Trainer classes like Rocket Grunt (beware, some Trainer classes might freeze the game upon selecting or upon using after buying). All the other items you see are mistranslated standard items or existing Trainer classes, nothing worthy of attention, though.
WARNING: The last picture means that after a Pokémon encounter before going inside a Shop for the Yami glitch, your sprite could become desynchronized with your real movements and you are actually "invisible", so move slowly and pay attention because you could go out of bounds and freeze the game. Choose a grass area nearby a Shop and a straight path like the route east of Vermilion City, so it's easier to reach the Shop.

In the end: I tried to see these items and glitchy Pokémon on the Japanese version of Pocket Monsters Stadium using a Transfer Pak emulator, but the glitchy moves are all "???????"s and they can't be used in battle, the items are "????????"s and don't have a description.
I also tried to trade a glitched Pokémon from this Green Version to the popular Pokémon Vietnamese Crystal version, but it isn't tradeable and if I check the stats in the Crystal Version, the game crashes. I have tried to do the same thing on an untranslated Green version but the results and the items that appear seem to be different, but it's hard to recognize all the Japanese characters, I admit.
Another thought: I don't think that "Master", "Little Master", "Captain" and "Little Captain" are Trainer classes because they are actually located in the item name bank, same for "Gold" "Silver" and "Bronze". I think they are the leftovers of a ranking system, probably there was something like a Battle Tower planned but scratched before development, where you could choose the "difficulty" ("Captain" is easier, "Master" is harder, "Little" is probably something similar to the Little Cup or related to low-leveled Pokémon, while "Gold", "Silver", etc. are the "prize"or the ranking you get based upon how far you go in the battles). Maybe the facility was located in the deleted town, who knows. Just a theory, though.
That's all, what do you think about it? Sorry for the very long post and if all of this was already known before, I did some research before posting and didn't find anything other than the original Yami Shop glitch and beta/alpha items stuff. I hope you'll find this interesting.

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Bert
Date: 2014-03-08 15:49:04
I want an Omnipotent Ball.

Plz Gamefreak.

Is this only possible on Green? If not, I'd love to try this on my Yellow version (it's not like I'm gonna un-glitch it any time soon).

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: pokechu22
Date: 2014-03-08 15:54:47
Looks like your romhack uses the item names for the glitch moves that English versions have as "TM10" and such.  (See the biglist: http://glitchcity.info/biglist.htm.)

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: camper
Date: 2014-03-08 22:13:53
But TM55 is still TM55 (SKILL MACHINE55). The items names may just replace super glitch moves.

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Stilgar
Date: 2014-03-09 00:09:14

Looks like your romhack uses the item names for the glitch moves that English versions have as "TM10" and such.  (See the biglist: http://glitchcity.info/biglist.htm.)


Probably, I don't know why they got translated differently since when I replicated the glitch on the Japanese ROM I noticed that the names were different. I just find interesting that everything got translated, even those non-existing moves, Badges and Trainer classes.
Also I forgot to add that those moves have terrible accuracy, so between this and the fact that the glitched Pokémon almost never listen to orders it's hard to look at their effect.


I want an Omnipotent Ball.

Plz Gamefreak.

Is this only possible on Green? If not, I'd love to try this on my Yellow version (it's not like I'm gonna un-glitch it any time soon).


Only on Green, unfortunately, since this abuses the item-Pokémon swapping oversight that got fixed in the localization. You can find the English Green ROM easily around since it's the only fully translated ROM, albeit in a literal way.

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: camper
Date: 2014-03-09 00:12:02
Use an X Accuracy to ensure they hit.

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Torchickens
Date: 2014-03-09 11:00:57

But TM55 is still TM55 (SKILL MACHINE55). The items names may just replace super glitch moves.


This is correct. The unused badge names/metals/Egg/Chick/Petit Captain/Captain/Petit Master/Master names come earlier than the TM/HM moves. The HM moves are from hex:C4-C8 and the TM moves are from hex:C4-FF. You can manually replace a Pokémon's first move with 01xx33D1. The first badge name move is hex:A6, directly after Struggle, and then the 'move' names follow on in the way that these unused terms are stored, up to hex:B7 (Master).

For reference, here are the unused names as they were translated in English Green.

A6: Thunder Badge
A7: Shell Badge
A8: Buddha Badge
A9: Eagle Badge
AA: Freeze Badge
AB: Friend Badge
AC: Rose Badge
AD: Fire-Ball Badge
AE: Gold Badge
AF: Egg
B0: Young Bird
B1: Bronze
B2: Silver
B3: Gold
B4: Little Captain
B5: Captain
B6: Little Master
B7: Master

It seems that in the original Red/Green the "moves'" names other than the HM/TM moves are just glitchy, which is interesting. When I viewed a few of them the game froze, like how Super Glitch can freeze the game.

"Little Captain" (move hex:B4) enables a 'glitch' field move with no name. When you select it, "nothing" seems to happen. At first I was surprised by this, but then I remembered the TCRF article saying that hex:B4 is an unused field move before. If you try to use it on English Red/Blue or Yellow it lets you Surf.

Following hex:B7 (Master), there are some more names, which with the exception of B8, are based on items:

B8: Excellent (I don't know what the original string is)
B9: Omnipotent Ball
BA: Superman Ball
BB: Super Ball
BC: Monster Ball
BD: Town Map
BE: Bicycle
BF: ?????
C0: Hunting Ball
C1: Handbook
C2: Moon Stone
C3: Detoxicate Cure
C4: SecretMachine01
C5: SecretMachine02
C6: SecretMachine03
C7: SecretMachine04
C8: SecretMachine05
C9: Skill Machine01
CA: Skill Machine02
CB: Skill Machine03
CC: Skill Machine04
CD: Skill Machine05
CE: Skill Machine06
CF: Skill Machine07
D0: Skill Machine08
D1: Skill Machine09
D2: Skill Machine10
D3: Skill Machine11
D4: Skill Machine12
D5: Skill Machine13
D6: Skill Machine14
D7: Skill Machine15
D8: Skill Machine16
D9: Skill Machine17
DA: Skill Machine18
DB: Skill Machine19
DC: Skill Machine20
DD: Skill Machine21
DE: Skill Machine22
DF: Skill Machine23
E0: Skill Machine24
E1: Skill Machine25
E2: Skill Machine26
E3: Skill Machine27
E4: Skill Machine28
E5: Skill Machine29
E6: Skill Machine30
E7: Skill Machine31
E8: Skill Machine32
E9: Skill Machine33
EA: Skill Machine34
EB: Skill Machine35
EC: Skill Machine36
ED: Skill Machine37
EE: Skill Machine38
EF: Skill Machine39
F0: Skill Machine40
F1: Skill Machine41
F2: Skill Machine42
F3: Skill Machine43
F4: Skill Machine44
F5: Skill Machine45
F6: Skill Machine46
F7: Skill Machine47
F8: Skill Machine48
F9: Skill Machine49
FA: Skill Machine50
FB: Skill Machine51
FC: Skill Machine52
FD: Skill Machine53
FE: Skill Machine54
FF: Skill Machine55

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Bert
Date: 2014-03-09 15:15:51

Only on Green, unfortunately, since this abuses the item-Pokémon swapping oversight that got fixed in the localization. You can find the English Green ROM easily around since it's the only fully translated ROM, albeit in a literal way.

That's a shame; if I had anything other than dialup I'd go looking for one. Maybe my friend can give it to me.


BA: Superman Ball

Faster than a speeding Bullet Punch!
Stronger than a Magnet Train!
Able to leap the Prism Tower in a single bound!
Up in the sky!
It's a Pidgeot! It's a Latios!
No, it's a Superman Ball!

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: pokechu22
Date: 2014-03-09 15:59:03
I found the relevant .ips patch: http://www.romhacking.net/translations/1629/

To use it you'd need a v1.0 green and lunar ips. 

On the other hand.  Have we tested the effects of B4 on other languages?

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Stilgar
Date: 2014-03-09 17:31:33


But TM55 is still TM55 (SKILL MACHINE55). The items names may just replace super glitch moves.


This is correct. The unused badge names/metals/Egg/Chick/Petit Captain/Captain/Petit Master/Master names come earlier than the TM/HM moves. The HM moves are from hex:C4-C8 and the TM moves are from hex:C4-FF. You can manually replace a Pokémon's first move with 01xx33D1. The first badge name move is hex:A6, directly after Struggle, and then the 'move' names follow on in the way that these unused terms are stored, up to hex:B7 (Master).

For reference, here are the unused names as they were translated in English Green.

A6: Thunder Badge
A7: Shell Badge
A8: Buddha Badge
A9: Eagle Badge
AA: Freeze Badge
AB: Friend Badge
AC: Rose Badge
AD: Fire-Ball Badge
AE: Gold Badge
AF: Egg
B0: Young Bird
B1: Bronze
B2: Silver
B3: Gold
B4: Little Captain
B5: Captain
B6: Little Master
B7: Master

It seems that in the original Red/Green the "moves'" names other than the HM/TM moves are just glitchy, which is interesting. When I viewed a few of them the game froze, like how Super Glitch can freeze the game.

"Little Captain" (move hex:B4) enables a 'glitch' field move with no name. When you select it, "nothing" seems to happen. At first I was surprised by this, but then I remembered the TCRF article saying that hex:B4 is an unused field move before. If you try to use it on English Red/Blue or Yellow it lets you Surf.

Following hex:B7 (Master), there are some more names, which with the exception of B8, are based on items:

B8: Excellent (I don't know what the original string is)
B9: Omnipotent Ball
BA: Superman Ball
BB: Super Ball
BC: Monster Ball
BD: Town Map
BE: Bicycle
BF: ?????
C0: Hunting Ball
C1: Handbook
C2: Moon Stone
C3: Detoxicate Cure
C4: SecretMachine01
C5: SecretMachine02
C6: SecretMachine03
C7: SecretMachine04
C8: SecretMachine05
C9: Skill Machine01
CA: Skill Machine02
CB: Skill Machine03
CC: Skill Machine04
CD: Skill Machine05
CE: Skill Machine06
CF: Skill Machine07
D0: Skill Machine08
D1: Skill Machine09
D2: Skill Machine10
D3: Skill Machine11
D4: Skill Machine12
D5: Skill Machine13
D6: Skill Machine14
D7: Skill Machine15
D8: Skill Machine16
D9: Skill Machine17
DA: Skill Machine18
DB: Skill Machine19
DC: Skill Machine20
DD: Skill Machine21
DE: Skill Machine22
DF: Skill Machine23
E0: Skill Machine24
E1: Skill Machine25
E2: Skill Machine26
E3: Skill Machine27
E4: Skill Machine28
E5: Skill Machine29
E6: Skill Machine30
E7: Skill Machine31
E8: Skill Machine32
E9: Skill Machine33
EA: Skill Machine34
EB: Skill Machine35
EC: Skill Machine36
ED: Skill Machine37
EE: Skill Machine38
EF: Skill Machine39
F0: Skill Machine40
F1: Skill Machine41
F2: Skill Machine42
F3: Skill Machine43
F4: Skill Machine44
F5: Skill Machine45
F6: Skill Machine46
F7: Skill Machine47
F8: Skill Machine48
F9: Skill Machine49
FA: Skill Machine50
FB: Skill Machine51
FC: Skill Machine52
FD: Skill Machine53
FE: Skill Machine54
FF: Skill Machine55


Thanks Torchickens for the Gameshark code, I was trying to reproduce the "moves" using the Yami Shop glitch but doing them all is a long process  and it seemed random to me, though now I understand why the "moves" came together with moves like Struggle, Substitute, Slash and with some TM moves, because they are the last ones in their index number lists respectively, I suppose. Also I didn't know about the "Excellent" "item", probably it was the best ranking you could get in the game when it was planned and it was even better than "Gold", who knows.
I have tried to check the effects and the animations all those moves have when used, here are the results:

Gold Badge = same as Fissure
Buddha Badge = the animation is Psychic without sound + raises Evasion by 1 stage
Egg = deals damage + the enemy is phazed out of battle
Chick = Softboiled animation, but the effect is making a substitute (which doesn't actually appears, the sprite remains the user's one).
Rose Badge, Little Captain, TM01 = same as Pound
Shell Badge = same as Body Slam
Captain = same as Cut
Eagle Badge, TM19 = same as Tackle
Thunder Badge = the animation is a double Aurora Beam, but it raises the user's attack by 1 stage
Bronze = the animation is Conversion, but it deals damage and then freezes the game
Freeze Badge = same as Mirror Move
Little Master = the user flies high and then damages the opponent with the Ember animation. It doesn't come down after performing the move, but it still can be hit.
Friend Badge, Handbook, Moon Stone = same as Mega Kick
TM55, TM30, TM32, TM35 = nothing happens
TM54, HM05 = same as Low Kick
Omnipotent Ball = same as Pound + the battle ends
Superman Ball = Growth animation, but it deals damage
Super Ball = the animation is a double Mega Kick but it raises the user's Special by 1 stage
Town Map, ???? = The enemy disappears + deals damage
Bicycle = Conversion animation, but it deals damage
HM01, TM16 = The animation is a Poké Ball being thrown at the foe, but it deals damage
HM02, TM28, TM52 = No animation, but it deals damage
HM04, TM24 = Kinesis animation, the message "The characteristic of the foe is sticked on himself's body", I don't know which move belongs to
this message and effect.
TM03, TM10 = Wrap animation, then Bide animation, the effect is the same as Bide
TM04, TM11 = same as Tri Attack
TM05 = Scratch animation, but the effect is Softboiled (recovers the user's HP)
TM06 = Slash
TM07 = Low Kick animation, but the effect is Softboiled
Fireball Badge, TM26, TM08 = same as Double Kick
TM12 = Leer animation, but it deals damage
TM13 = Mist animation, but it deals damage
TM15 = Doubleslap animation, but it raises the user's Special by 1 stage
TM18 = same as Mega Punch
TM21 = same as Twineedle
TM22 = Swords Dance animation, but it deals damage
TM27 = same as Bubblebeam
TM31, TM34, TM39, TM40, TM41, TM42, TM44, TM45, TM46, TM47, TM48 = puts the foe to sleep
TM33 = same as Peck
TM36, TM37, TM38, TM43, TM50 = no animation, the message is the same as Leech Life but it deals no damage (it only recovers some of the user's HP)
TM49 = same as Doubleslap, but it only hits once
TM51 = same as Slam
Silver, Gold, Hunting Ball, Detoxicate Cure, Monster Ball, Excellent, Master, HM03, TM02, TM53, TM09, TM14, TM17, TM20, TM23, TM25, TM29 = Game freezes

I tried inserting the code 01G033D1 and my Pokémon didn't have any moves, but it used the move Hilluf Shovel (Silph Scope) anyway, the result was the same as Razor Leaf. From 01G133D1 on it goes back to Pound, then to Karate Chop, etc…


I found the relevant .ips patch: http://www.romhacking.net/translations/1629/

To use it you'd need a v1.0 green and lunar ips. 

On the other hand.  Have we tested the effects of B4 on other languages?


B4 in the English Red/Blue/Yellow versions it lets you use Surf. I tried with my Italian version of Yellow and it let me use Surf too, so I suppose it works like this for every localized version.
By the way, I agree that the empty field move spot belongs to the dummied out HM and the possible result is related to the "Ground rose up somewhere!" text.

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Torchickens
Date: 2014-03-09 19:40:21
Wow, great work! I'm glad my code helped you.

Little Master = the user files high permanently (so it's invincible) and then damages the opponent with the Ember animation


Actually the Pokémon apparently digs a hole like Dig, going by the text after you use it, but since it isn't Ground type it will still hit Flying types. The picture only disappears for the rest of the battle if the move successfully hits, and it seems like the accuracy of this move is low. Unfortunately when the picture does disappear it doesn't make you invincible, as a Pidgey's Gust was still able to hit my Charmander.

(It may seem like Gust is a special exception like in Generation II onward, but this wasn't the case in Generation I, and the only exceptions are Swift (which always hits), Transform, Whirlwind and Bide. But my research is not perfect. I only tested English Red/Blue/Yellow, so it's possible that you're right and Gust hits a flying/digging Pokémon in Red/Green. However, a Tackle was able to hit my Charmander when its picture was invisible so I'm pretty sure Little Master doesn't make you invincible)

It would have been amazing if this move had better accuracy and did make you invincible though, but I guess the game has to use an existing move effect or a glitch one, and you'd be lucky if a glitch effect did that.

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Stackout
Date: 2014-03-10 05:45:59

Faster than a speeding Bullet Punch!
Stronger than a Magnet Train!
Able to leap the Prism Tower in a single bound!
Up in the sky!
It's a Pidgeot! It's a Latios!
No, it's a Superman Ball!


haha, this made me laugh :D

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Stilgar
Date: 2014-03-10 06:21:41

Wow, great work! I'm glad my code helped you.

Little Master = the user files high permanently (so it's invincible) and then damages the opponent with the Ember animation


Actually the Pokémon apparently digs a hole like Dig, going by the text after you use it, but since it isn't Ground type it will still hit Flying types. The picture only disappears for the rest of the battle if the move successfully hits, and it seems like the accuracy of this move is low. Unfortunately when the picture does disappear it doesn't make you invincible, as a Pidgey's Gust was still able to hit my Charmander.

(It may seem like Gust is a special exception like in Generation II onward, but this wasn't the case in Generation I, and the only exceptions are Swift (which always hits), Transform, Whirlwind and Bide. But my research is not perfect. I only tested English Red/Blue/Yellow, so it's possible that you're right and Gust hits a flying/digging Pokémon in Red/Green. However, a Tackle was able to hit my Charmander when its picture was invisible so I'm pretty sure Little Master doesn't make you invincible)

It would have been amazing if this move had better accuracy and did make you invincible though, but I guess the game has to use an existing move effect or a glitch one, and you'd be lucky if a glitch effect did that.


My bad, I double checked and you are right, the user can be hit after performing the move. I suppose I just got lucky the first time and the foe missed a couple of Tackles and Growls so I got confused. I have changed the description in the post.
Yes, Gust couldn't hit Pokémon in mid air, it also was a Normal move in Generation I, with no secondary effect.
This glitch move would be too broken if it actually let you become invincible, hehe, but yes, like all the other moves I tried it has a terrible accuracy, so I stacked upon X Accuracies at the Celadon Dept. Store (it's translated as Hit Equipment in this version).

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: camper
Date: 2014-03-10 07:39:15
Note that in Gen I a single X Accuracy makes you 100% accurate - it skips the check completely.

Re: Performing the Yami Shop glitch on a translated Pokémon Green rom

Posted by: Stilgar
Date: 2014-03-10 16:25:25

Note that in Gen I a single X Accuracy makes you 100% accurate - it skips the check completely.


Right, I just bought 99 of them because I had an infinite money cheat on and because I tried these moves consecutively, so I needed many of them, except when the game crashed crashed, I loaded a save file then.

On a semi-unrelated note, I was also thinking about the names of those unused Badges, while some of them are very similar in name and concept to the existing ones (Gold Badge = Marsh Badge, Rose Badge = Soul Badge, Thunder Badge = same name, Fireball Badge = Volcano Badge), the other ones are similar in concept to Badges that are obtainable in Johto (Freeze Badge = Glacier Badge, Falcon Badge = Zephyr Badge, Shell Badge = Hive Badge because of bug shells, Buddha Badge = Fog Badge because Morty is an ascetic. I don't know about Friend Badge, although it makes me think of the Plain Badge).
Probably some Gyms had different types planned, although it is personally fascinating to think that some of the Johto Gym Leaders were actually planned for Generation I.