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Generation I Glitch Discussion

Performing the Yami Shop glitch on a translated Pokémon Green rom - Page 2

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

Posted by: Torchickens
Date: 2014-03-10 19:10:28
That's an interesting theory. Maybe there was a mixture of 'Kanto' and 'Johto' types/themes (I put these in apostrophes because both Generation I and II wouldn't have been finalized then) planned early in development, and these are the early badge plans that co-exist with the finalized badges.

It seems strange that there are nine of these badges. This may conflict with this concept art, which shows eight locations with a large square; not nine, where areas with a large square are probably ones with a gym, due to Pallet Town and Indigo Plateau not having one (but there is also a large square surrounding the place that is now Cinnabar Island, so if we assume this theory is correct, we also have to assume that what is now Cinnabar Island didn't use to have a gym).

Who knows? Perhaps Professor Oak would give you the Friend Badge as the ninth badge (possibly after a battle) for recognizing that you are friends with your Pokémon, without you having to beat a gym for it, although if you did battle him it would be possibly even harder than a gym, and this would be backed up by his unused rosters being higher leveled than the final Blue. Alternatively, the ninth badge could have been intended out of the region.

There's a more apparent flaw in this "no gym for the ninth badge" theory though. The concept art was very early in development, and it's possible a ninth gym was added or considered some point in the game before the unused badge names were programmed in.

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

Posted by: Stilgar
Date: 2014-03-10 20:47:44

That's an interesting theory. Maybe there was a mixture of 'Kanto' and 'Johto' types/themes (I put these in apostrophes because both Generation I and II wouldn't have been finalized then) planned early in development, and these are the early badge plans that co-exist with the finalized badges.

It seems strange that there are nine of these badges. This may conflict with this concept art, which shows eight locations with a large square; not nine, where areas with a large square are probably ones with a gym, due to Pallet Town and Indigo Plateau not having one (but there is also a large square surrounding the place that is now Cinnabar Island, so if we assume this theory is correct, we also have to assume that what is now Cinnabar Island didn't use to have a gym).

Who knows? Perhaps Professor Oak would give you the Friend Badge as the ninth badge (possibly after a battle) for recognizing that you are friends with your Pokémon, without you having to beat a gym for it, although if you did battle him it would be possibly even harder than a gym, and this would be backed up by his unused rosters being higher leveled than the final Blue. Alternatively, the ninth badge could have been intended out of the region.

There's a more apparent flaw in this "no gym for the ninth badge" theory though. The concept art was very early in development, and it's possible a ninth gym was added or considered some point in the game before the unused badge names were programmed in.


The Kanto-Johto Gyms mix is a very interesting theory indeed, but I actually think the "C" square represents the deleted town with its own Fly flag. The map points above Indigo Plateau because undefined coordinates, but maybe it was its original location before development.
The fact that it has a "C" can be compared to the "T" on Saffron City, they are both Rocket invaded places, "T" stands for "Team Rocket", while "C" is probably "cove" or something like that (maybe it was the original location for the Casino Rocket Hideout). The fact that Saffron City is the last city one can Fly to probably means that the Silph Co. was actually a post-game quest with the Silph's Chief as a boss. So "C" would be an actual city with another Gym, the ninth, if we consider Cinnabar to have one too.
About Professor Oak, the fact that it has a stronger team than your rival makes me think that you had to battle him to unlock the Cerulean Cave as a test to see if you were ready for Mewtwo.
As I said in an earlier post, I think "Master", "Little Master", "Captain", "Little Captain", the metals and "Excellent" are respectively difficulty options and ranking systems, my theory is that probably a Battle Tower like facilty was planned (maybe in the unused town, then the "C" could mean something like "Championship", who knows): "Captain" is an easier mode, while "Master" is difficult, while "Little" is something like the Little Cup, where you can only use low leveled Pokémon. Depending on what's your ranking you receive your "medal" as a reward, "Excellent" is probably even better than "Gold". I can't think of other way a ranking system could be implemented outside of this, I also thought of a Elite 4 with a 3rd, 2nd and 1st place or rankings based on Pokédex completion but I like the Battle Tower theory more.
About "Chick" and "Egg" they are probably references to Earthbound as we already know, but since the game had a very different concept in its alpha stages maybe you had an Egg that hatched a "Chick Pokémon" (so a baby) that would then become a full fledged Pokémon after a while.

Stuff like that really fascinates me, if I had the capabilities I would have already done a Generation I hack based on these theories.

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

Posted by: Torchickens
Date: 2014-03-11 10:56:44
Yes, I'm aware of why the game places you at the top-left corner on the Town Map. As there are actually twelve of those locations with a smaller square, and the number of 'main places' including the unused town if it counts is 12, you're likely right that one of them is that unused map.

I find it weird that the 'C' place is not connected to other maps. Maybe it was intended to be an island or the S.S. Anne? If it was the S.S. Anne, this may have meant that a port was intended in Celadon City rather than Vermilion City. It's relatively close to the sea, even though it's not as close as Vermilion City or the Route 17 Cycling Road. As 'C' has a large square surrounding it, it may mean that if it was S.S. Anne it had a gym.

I also had a thought that the "Ground rose up somewhere!" text could mean that 'C' rose up from under the sea, but I wouldn't rely on that theory as I'm probably putting two and two together and making five.

Another thing I noticed is that according to the Kanto map concept art it may have been intended that you wouldn't cross the sea to get from where is now Cinnabar Island to Pallet Town. Maybe since it doesn't seem to be directly connected to Celadon City 'C' was the original Cinnabar Island? I would not say that the letter backs this up though. In Japanese, Cinnabar Island is known as Guren Island or Guren Town, and it was probably a special place for it to have a letter as its name, like 'T'.

While it's probably still possible that 'T' could mean Team Rocket, since Gairaigo (borrowed words) are common in Japanese (yet I dunno, I still have a feeling that this is making an unnecessary assumption), they are known as the Rocket-dan, (Rocket Gang, or more literally Rocket Group) in Japanese, so I think the letter may have also been 'R' if it was related to Team Rocket.

I think that if your theory is right about Petit Captain, Captain, Petit Master, Little Master being ranks for a 'battle tower' like facility, the place could have also been in Celadon City, maybe in the Celadon Hotel or the Celadon House with a removed warp. I like the idea of the metals being medals for your success.

As I don't know where "Excellent" came from or what the original Japanese is, I wouldn't speculate about that yet, personally. Though it does remind me that at one point in the game there was no health bar, and phrases like "That hurt" and "That really hurt" would be used instead.

The fact that these unused strings exist in the game at all is really interesting to me, because they don't seem like something from late in the game's development.

Another theory I have about Professor Oak is that he would battle you when you complete your Pokédex. Regarding the Pokédex though, the game wasn't always about completing it and Ken Sugimori says it was only in the middle of development that the goal of your game became completing the Pokédex, so it's possible that if this theory is true the team was programmed in to the game not so early in development. The Champion theory is probably more reliable though, because it makes the least new assumptions.

Egg and Chick remind me of not just Earthbound, but of Togepi too. Since Togetic's name is actually based on an alternative romanization of Togechikku, it may be that the Chick was based on an early version of Togepi/Togetic. A problem with this theory is that "Chick" appears as a text string, so a question you could raise from that is: "where would it be used if you'd already have the Pokémon name; Togepy or Togechikku to add in the dialog?" but the fact that Togepi appeared in the anime in the Indigo League series makes this theory seem more feasible to me. Maybe there was an incubator and two of the options were "Egg"/"Chick", where "Chick" would appear so you could withdraw the Pokémon when you had successfully incubated the Egg.

By the way,  one of the unused Missingno. cries (for Missingno. 0x43) is speculated to sound like Togepi, but there's no hard evidence that it is.


Stuff like that really fascinates me, if I had the capabilities I would have already done a Generation I hack based on these theories.


There was a hack in development called "Pokemon Secrets and Rumours" on the Skeetendo forums, but the thread doesn't seem to exist anymore, sadly, and I don't know if many rumours were added in to the game.

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

Posted by: pokechu22
Date: 2014-03-11 17:24:05
Is it possible that the item names were from things like link capabilities?  Such as from "Coluseum 2"?  The stuff there might have been planned capabilities; and items are used for menu options (8F, NEW NAME, ect…)

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

Posted by: Stilgar
Date: 2014-03-11 23:32:49

Yes, I'm aware of why the game places you at the top-left corner on the Town Map. As there are actually twelve of those locations with a smaller square, and the number of 'main places' including the unused town if it counts is 12, you're likely right that one of them is that unused map.

I find it weird that the 'C' place is not connected to other maps. Maybe it was intended to be an island or the S.S. Anne? If it was the S.S. Anne, this may have meant that a port was intended in Celadon City rather than Vermilion City. It's relatively close to the sea, even though it's not as close as Vermilion City or the Route 17 Cycling Road. As 'C' has a large square surrounding it, it may mean that if it was S.S. Anne it had a gym.

I also had a thought that the "Ground rose up somewhere!" text could mean that 'C' rose up from under the sea, but I wouldn't rely on that theory as I'm probably putting two and two together and making five.

Another thing I noticed is that according to the Kanto map concept art it may have been intended that you wouldn't cross the sea to get from where is now Cinnabar Island to Pallet Town. Maybe since it doesn't seem to be directly connected to Celadon City 'C' was the original Cinnabar Island? I would not say that the letter backs this up though. In Japanese, Cinnabar Island is known as Guren Island or Guren Town, and it was probably a special place for it to have a letter as its name, like 'T'.

While it's probably still possible that 'T' could mean Team Rocket, since Gairaigo (borrowed words) are common in Japanese (yet I dunno, I still have a feeling that this is making an unnecessary assumption), they are known as the Rocket-dan, (Rocket Gang, or more literally Rocket Group) in Japanese, so I think the letter may have also been 'R' if it was related to Team Rocket.

I think that if your theory is right about Petit Captain, Captain, Petit Master, Little Master being ranks for a 'battle tower' like facility, the place could have also been in Celadon City, maybe in the Celadon Hotel or the Celadon House with a removed warp. I like the idea of the metals being medals for your success.

As I don't know where "Excellent" came from or what the original Japanese is, I wouldn't speculate about that yet, personally. Though it does remind me that at one point in the game there was no health bar, and phrases like "That hurt" and "That really hurt" would be used instead.

The fact that these unused strings exist in the game at all is really interesting to me, because they don't seem like something from late in the game's development.

Another theory I have about Professor Oak is that he would battle you when you complete your Pokédex. Regarding the Pokédex though, the game wasn't always about completing it and Ken Sugimori says it was only in the middle of development that the goal of your game became completing the Pokédex, so it's possible that if this theory is true the team was programmed in to the game not so early in development. The Champion theory is probably more reliable though, because it makes the least new assumptions.

Egg and Chick remind me of not just Earthbound, but of Togepi too. Since Togetic's name is actually based on an alternative romanization of Togechikku, it may be that the Chick was based on an early version of Togepi/Togetic. A problem with this theory is that "Chick" appears as a text string, so a question you could raise from that is: "where would it be used if you'd already have the Pokémon name; Togepy or Togechikku to add in the dialog?" but the fact that Togepi appeared in the anime in the Indigo League series makes this theory seem more feasible to me. Maybe there was an incubator and two of the options were "Egg"/"Chick", where "Chick" would appear so you could withdraw the Pokémon when you had successfully incubated the Egg.

By the way,  one of the unused Missingno. cries (for Missingno. 0x43) is speculated to sound like Togepi, but there's no hard evidence that it is.


Stuff like that really fascinates me, if I had the capabilities I would have already done a Generation I hack based on these theories.


There was a hack in development called "Pokemon Secrets and Rumours" on the Skeetendo forums, but the thread doesn't seem to exist anymore, sadly, and I don't know if many rumours were added in to the game.


I don't think the "C" is the S.S. Anne because all the "minor" non-cities locations are not on the map, like Viridian Forest, Safari Zone, Cerulean Cave, etc. On the other hand probably it had more relevance in the early stages of the game, but in this case I don't know what "C" could mean. I think the "Ground rose up somewhere!" is really connected to the missing HM, at least logically. It makes me think of a proto-Rock Climb where ground lifts to let you reach other places, although the "somewhere" part is strange, like an event happening in the distance. As for Cinnabar Island I think that it's actually connected to the sea, but the alpha map is simply drawn in a stripped down manner like the item in the game, so the Routes are shown without details like the sea.

Now that you make me think of this, I doubt that they had the "Team Rocket" name already translated then, so the "T" maybe has another meaning. I assumed it was related to Team Rocket because in Saffron they have a major plot involvement, I couldn't think of anything else that could fit "C" and "T", I mean, they had to be important events to be represented on the map with a letter instead of a number.

So probably the Battle Tower facility was actually in Saffron, then "T" could mean "Tower" or "Tournament/Tonamento". I don't know about the "C", but probably there was another battling facility, then it could mean "Championship/Chanpionshippu" and maybe the medals were a reward in a facility and the "Master", "Captain", etc. a reward in the other one, who knows. A more logical thing would be that the very Elite Four was actually in Saffron since it's the last map you can Fly to, and Indigo Plateau was a simple town (the thirsty guard event could be a leftover of this concept, where you could access Saffron only before the League). The Celadon House seems a bit too tiny to hold a battling facility, but maybe it was bigger originally.

The absence of a health bar is a very interesting thing, I didn't know about that so yes, "Excellent!" could be a battle message maybe for scoring a critical hit, defeating an important opponent or a friend in a Link Battle or a message for a Link Trade ended well. Or a congratulations message for completing the Pokédex/becoming the Champion. I don't how what's the Japanese translation for this, someone should maybe check a Japanese Green text dump and find the original word.

About Professor Oak, again I thought it is pretty logical to assume it was a final test by him before Cerulean Cave or some other final post-game quest, since his Pokémon levels are just slightly above Green's. Battling him after the Pokédex completion makes sense too, but I find more fascinating the idea of a test for Mewtwo.

The fact that the initial goal wasn't catching them all and that it was more RPG-like are further proofs that the game was very different in its alpha stages and yes, I find this extremely interesting, I would absolutely love to see how the game was originally planned (maybe developers could directly answer our questions if they remember. An interview is needed, hehe).
Anyway, among the early drawings and notes (the ones with the proto-Pokémon and the map), there is a note in Japanese that was translated by the Youtube user Tamashii Hiroka (she covered more or less the same articles on Bulbapedia about Beta and Alpha stages), in this note Tajiri talks about the early mechanics of the game, where Pokémon weren't even mentioned, but just "dragons" or "insects" to trade with a friend, so maybe "Chick" and "Egg" are the first stages of these pre-Pokémon creatures. Togepi would make sense too since it was conceived together with the original 190 Pokémon, I recall it was in those 39 dummied out ones (and a Missigno becomes Togepi when traded to Gen II games), so maybe it received a special treatment with the Egg thing, or more probably breeding was already planned in Gen I, but scrapped until Gold and Silver and the "Chick" is just a "baby" Pokémon that becomes adult after a while.

About the hack, I actually played it but it's just a beta that stops at Brick Town (a popular "rumor town" back then). The idea is neat but I know the hack is on hiatus, it will restart after the creator finishes with other project. What I actually had in mind is a kind of "restoration" of an alpha Gen I game based on all the information we have available and working with a bit of originality to reconstruct the events from scratch. I guess I have to start learning basic hacking stuff, hehe.

By the way, you linked the GlitterBerri website, I remember she once said she wanted to see whether those glitchy items that can be bought with the Yami Shop glitch had a description when seen in the Japanese Pokémon Stadium, as I said in the first post I checked this and they are just listed as "?????"s with no description, maybe I should tell her if she still wants to know about it.

Ah, a couple of things more. First, in the Gen I text dumps Bruno comes before Brock in the list of trainers, while there is a Channeler Trainer class in the second Elite Four spot instead of him. Maybe this means he was planned as the first Gym Leader in Viridian instead of Giovanni as the last (he had a slightly different role then) and that a Channeler was actually planned as an Elite Four, or in general that it was developed later. I just find strange the fact that he's far from the other ones in that list.
Second, I've been thinking about how the coordinates "NORTH/WEST", "SOUTH/EAST", "NORTH/EAST" could have been planned originally. The fact you have two choices makes me think of a maze dungeon where you must choose two directions in order to go on, it's the most logical things it comes to mind. Any ideas about that? Maybe that battle facility had a maze-y section or probably the Safari Zone was way more complex and with a labyrinthine structure, who knows.


Is it possible that the item names were from things like link capabilities?  Such as from "Coluseum 2"?  The stuff there might have been planned capabilities; and items are used for menu options (8F, NEW NAME, ect…)


This is a neat theory indeed, I have never thought about it but it makes a lot of sense, maybe there different commands planned for linking a game with Pokémon Stadium, or probably there were more features where you could battle with your friends and depending how well you scored you had a reward in the medals and various grades of difficulty to choose in "Master", "Captain", etc (something like the results on the wall on the second floor of the Pokémon Centers in Gen II). Maybe these features were also available at this hypotetical battle facility.


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

Posted by: Stilgar
Date: 2014-03-13 09:34:21
Sorry for the double post but I have tried doing another thing with the English Green version. I used the code 01xxA2D2 to change the first item in the bag and then to go above the index number for regular items (the ones "missing" between them and the TMs/HMs) to see how they are translated and what happens using them. The number is the code in place of the "xx", here are the results:

54 - B2F = nothing happens
55 - B1F = game crashes
56 - 1F = game crashes
57 - 2F = nothing happens
58 - 3F = game freezes
59 - 4F = game crashes
5A - 5F = nothing happens
5B - 6F = game crashes
5C - 7F = game crashes
5D - 8F = nothing happens
5E - 9F = game crashes
5F - 10F = nothing happens
60 - 11F = a glitchy message appears when used
61 - B4F = nothing happens
62 - Child (Youngster) = nothing happens
63 - Juvenile (Bug Catcher) = game freezes
64 - Miniskirt (Lass) = game crashes
65 - Sailor = game freezes
66 - Boy Scout (Jr. Trainer M.) = game freezes
67 - Girl Scout (Jr. Trainer F.) = nothing happens
68 - Fanatic (Pokémaniac) = game crashes
69 - Science Man (Super Nerd) = nothing happens
6A - Mountain Man (Hiker) = simulates a shop window option, you can buy glitch items, the effect is identical to the Yami Shop glitch, so the music fades and glitches when you try to buy the items. I don't know why this happens with "6A".
6B - Villain Group (Biker) = game crashes
6C - Theif (Burglar) = game crashes
6D - Electronic Boss (Engineer) = nothing happens
6E - Magician (Juggler) = nothing happens
6F - Fisherman = game crashes
70 - Shorts Man (Swimmer) = game freezes
71 - Baldhead Man (Cue Ball) = game crashes
72 - Gambler = game freezes
73 - Sister (Beauty) = game crashes
74 - Psychologist (Psychic) = nothing happens
75 - Electron Group (Rocker) = nothing happens
76 - Magician (Juggler) = nothing happens
77 - Tamer = game crashes
78 - Birds-Man (Bird Keeper) = game freezes
79 - Karateka (Black Belt) = nothing happens
7A - Opponent1 (Rival1) = game freezes
7B - Teach Aochider (Professor Oak) = game freezes
7C - Hilluf Director (Chief) = game freezes
7D - Research Worker (Scientist) = game crashes
7E - Sakachy (Giovanni) = nothing happens
7F - Rocket Member (Rocket) = nothing happens
80 - Trainer (Cooltrainer M.) = game crashes
81 - Trainer (Cooltrainer F.) = should be Master Ball in battle, but it doesn't have perfect accuracy
82 - Xiba (Bruno) = Ultra Ball in battle
83 - Tarxi (Brock) = Great Ball in battle
84 - Carsmy (Misty) = Pokè Ball in battle
85 - Marchis (Lt. Surge) = Town Map effect
86 - Allic (Erika) = Bicycle effect
87 - Cheeyao (Koga) = Surfboard effect
88 - Carchilu (Blaine) = Safari Ball in battle
89 - Nachimi (Sabrina) = Pokédex (can be used in battle too)
8A - Gentleman = should be Moon Stone, but no Pokémon is compatible
8B - Opponent2 (Rival2) = should be Antidote, but heals a Pokémon's HP
8C - Opponent3 (Rival3) = should be Burn Heal, but heals a Pokémon's HP
8D - Carnar (Lorelei) = should be Ice Heal, but heals a Pokémon's HP
8E - Priest (Channeler) = should be Awakening, but heals a Pokémon's HP
8F - Kuchic (Agatha) = should be Paralyze Heal, but heals a Pokémon's HP
90 - Waterlu (Lance) = should be Full Restore, heals a Pokémon's HP
91 - Book (Pokédex in the Menu) = should be Max Potion, heals a Pokémon's HP
92 - Goods (Bag in the Menu) = should be Hyper Potion,  heals a Pokémon's HP
93 - Save = should be Super Potion, heals a Pokémon's HP
94 - Reset = should be Potion, heals a Pokémon's HP
95 - Exit = should be Boulder Badge, throws Bait and the music changes to the "Print Error" music
96 - Setup (Options in the Menu) = should be Cascade Badge, throws Stone and the music changes to the "Print Error" music
97 - Define = should be Thunder Badge, game crashes
98 - Define = should be Rainbow Badge, game crashes
99 - Player = should be Soul Badge, unusable
9A - CPU = should be Marsh Badge, unusable
9B - Use = should be Volcano Badge, unusable
9C - Record = should be Earth Badge, unusable
9D - Quick (Fast in the text speed options) = Escape Rope effect
9E - Combat Goods = Repel effect
9F - Hunt Bait = should be Old Amber, but game crashes
A0 - Replace (Switch) = should be Fire Stone, but game crashes
A1 - Purchase (Buy) = should be Thunder Stone, but no Pokémon is compatible
A2 - Cash (Sell) = should be Water Stone, but no Pokémon is compatible
A3 - Exit = should be HP Up, but heals a Pokémon's HP instead
A4 - Info = should be Protein, but game crashes
A5 - No = should be Iron, but heals a Pokémon's HP
A6 - Yes = should be Carbos, but heals a Pokémon's HP
A7 - North = should be Calcium, but heals a Pokémon's HP
A8 - South = should be Rare Candy, but heals a Pokémon's HP
A9 - North = should be Dome Fossil , but is unusable
AA - Exchange (Trade) = should be Helix Fossil, but is unusable
AB - Yes = should be Secret Key, but is unusable
AC - Standard (Normal) = should be ????, unusable
AD - Wrestle (Fighting) = should be Bike Voucher, but is unusable
AE - Flying = X Accuracy effect
AF - Poison = should be Leaf Stone, but no Pokémon is compatible
B0 - Ground = should be Card Key, unusable
B1 - Ghost = should be Nugget, but it can't be sold
B2 - Flame (Fire) = should be PP Up, but is unusable
B3 - Aquatic (Water) = Poké Doll effect
B4 - Weed (Grass) = should be Full Heal, but heals a Pokémon's HP
B5 - Electric = should be Revive, but heals a Pokémon's HP and is unusable when fainted
B6 - Superman (Psychic) = should be Max Revive, but heals a Pokémon's HP and is unusable when fainted
B7 - Freezing (Ice) = Guard Spec. effect
B8 - Dragon = Super Repel effect
B9 - Death (FNT) = Max Repel effect
BA - Sleep (SLP) = Dire Hit effect
BB - Poison (PSN) = should be Coin, unusable
BC - Burn (BRN) = should be Fresh Water, heals a Pokémon's HP
BD - Freeze (FRZ) = should be Soda Pop, heals a Pokémon's HP
BE - Paralysis (PRZ) = should be Lemonade, heals a Pokémon's HP
BF - Match (Able) = should be S.S. Ticket, unusable
C0 - MatchBad (Unable) = should be Gold Teeth, unusable
C1 - blank name = should be X Attack, but game crashes
C2 - glitchy name = should be X Defend, but game crashes
C3 - glitchy name = should be X Speed, but game crashes

Strangely Rock and Bug types don't seem to appear.
Also the items that heal HP all seem to restore the same quantity, same for the Repel items, they always seem to have the same step count, it's also strange that the "Evolutionary Stone items" don't work. I don't know why items that should be Antidote or Rare Candy heal a Pokémon instead.
Probably "8F" allows the execution of arbitrary code like we already know but I couldn't check. Maybe all the other "nothing happens" items could have a similar effect?
Also I expected the items from 62 to 73 to be the unused badges and the ranking systems, but instead it jumps to the Trainer Classes by index number. From Lt. Surge to C3 the items start to have the effect of the items by index number when used, but as I said before only a few work as they should and the key items don't work (for example you can't give a "Wrestle" to the Bike Shop for a Bicycle).
I don't know why "Mountain Man" generates a Yami Shop glitch, I was very surprised when it happened.
Maybe the items "CPU", "Define", and "Record" are from a debugging menu?
In the end, these are the "jumps" made by the item list: floors>Trainer Classes>various options>Types>Status ailments>Able/Unable>glitchy names.
The last two glitchy-named items could be something like debugging items or unused ones too.
What do you think about that? I find strange the fact that many effects are wrong compared to what they should do and that instead of the unused badges and the ranking systems, Trainer Classes appear. Maybe there is an explanation for that?

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

Posted by: Torchickens
Date: 2014-03-13 13:14:11
Great research, again!


6A - Mountain Man (Hiker) = simulates a shop window option, you can buy glitch items, the effect is identical to the Yami Shop glitch, so the music fades and glitches when you try to buy the items. I don't know why this happens with "6A".


Nice find. This would be more practical to do than the Yami Shop glitch once you get the item, as then you could just activate the shop at 'any' time on the overworld ('any' is in apostrophes because I've had the game crash when testing this due to the player sprite disappearing, though the freeze doesn't always happen).  I wonder what the items you can buy are based on and if they're constant.

For the Yami Shop glitch, what you can find is apparently affected by screen data (note you may have to change your character encoding to EUC-JP to display that page properly).

If you can buy Master Balls or Rare Candies, it would prove useful though as a way of getting loads of them, with the Old Man glitch not working in Red/Green/Japanese Blue and all Missingno. except fossil/ghost Missingno. freezing the game on encounter in the original Red/Green. You could use the Ditto glitch to find fossil/ghost Missingno. or the make your own items glitch to change the second item's quantity but that's a bit out of the way, and the Ditto glitch is impossible if you don't have a spare 'long-range' Trainer/a Trainer that will see you only after a wild battle in front of them has finished, and these don't let you make another Master Ball if you lost the only one. (though with the item underflow glitch or this you could theoretically get one)


Probably "8F" allows the execution of arbitrary code like we already know but I couldn't check. Maybe all the other "nothing happens" items could have a similar effect?


Actually, in Red/Green/Japanese Blue and translated Green 5F or 5 (hex: 5A) essentially works the same as the English 8F, executing code from D123 rather than D163, but both of these addresses correspond to the number of Pokémon. Here is some more information about 5.

There are likely to be more of those items with variable effects, except for ones that execute code from the ROM. TheZZAZZGlitch documented all of the item execution pointers in Red/Blue, and some of them execute code from writable memory; not ROM, though a workable address like D163 seems to be very rare.

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

Posted by: Stilgar
Date: 2014-03-13 17:04:25

Great research, again!


6A - Mountain Man (Hiker) = simulates a shop window option, you can buy glitch items, the effect is identical to the Yami Shop glitch, so the music fades and glitches when you try to buy the items. I don't know why this happens with "6A".


Nice find. This would be more practical to do than the Yami Shop glitch once you get the item, as then you could just activate the shop at 'any' time on the overworld ('any' is in apostrophes because I've had the game crash when testing this due to the player sprite disappearing, though the freeze doesn't always happen).  I wonder what the items you can buy are based on and if they're constant.

For the Yami Shop glitch, what you can find is apparently affected by screen data (note you may have to change your character encoding to EUC-JP to display that page properly).

If you can buy Master Balls or Rare Candies, it would prove useful though as a way of getting loads of them, with the Old Man glitch not working in Red/Green/Japanese Blue and all Missingno. except fossil/ghost Missingno. freezing the game on encounter in the original Red/Green. You could use the Ditto glitch to find fossil/ghost Missingno. or the make your own items glitch to change the second item's quantity but that's a bit out of the way, and the Ditto glitch is impossible if you don't have a spare 'long-range' Trainer/a Trainer that will see you only after a wild battle in front of them has finished, and these don't let you make another Master Ball if you lost the only one. (though with the item underflow glitch or this you could theoretically get one)


Probably "8F" allows the execution of arbitrary code like we already know but I couldn't check. Maybe all the other "nothing happens" items could have a similar effect?


Actually, in Red/Green/Japanese Blue and translated Green 5F or 5 (hex: 5A) essentially works the same as the English 8F, executing code from D123 rather than D163, but both of these addresses correspond to the number of Pokémon. Here is some more information about 5.

There are likely to be more of those items with variable effects, except for ones that execute code from the ROM. TheZZAZZGlitch documented all of the item execution pointers in Red/Blue, and some of them execute code from writable memory; not ROM, though a workable address like D163 seems to be very rare.


I am afraid that the game always freezes when exiting the Mountain Man Yami Shop, it always happened to me when I tried, at least. The items seem to be the same every time, I checked with different Pokémon and items in my bag and I have seen the same ones if I remember correctly, though I think I noticed a slight change after selling something then trying to purchase again. I didn't see any Rare Candies ("Curious Sugar" in this version), but there are free Master Balls indeed, the problem is, again, that the game freezes after you buy and exit the menu, also it will crash when selecting some items like glitchy-named ones or "Define". In the "real" Yami Shop instead you can buy without freezes, except for the glitchy items.
I forgot to say that when using any of the items in the list and exiting the main menu, the sprite will disappear and a row of sprites with the player's and Pokémon's ones will appear, to make them disappear just check your party. If you try to walk when you are spriteless you could become stuck or walk through walls.
I know about that Japanese page but the auto-translation makes everything very difficult to understand, hehe. If there was a way to make the unused badges and the medals to appear as items instead of moves in this translated Green version it would be great, although I think they wouldn't have a proper use ("you can't use this now"), or maybe they would function like replicas of other items.
I can't check whether other items other than 5f could execute some code but I suspect that all the items in the list that I checked as "nothing happens" could do it, just a theory, though.

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

Posted by: Torchickens
Date: 2014-03-13 17:24:22

I am afraid that the game always freezes when exiting the Mountain Man Yami Shop, it always happened to me when I tried, at least.


No, it doesn't always freeze.  Maybe it might work for you if you save and reset? (or have you already tried that?) Actually, I'm not sure whether it technically froze at all for me on the genuine Green but I think the game may have froze at one point on translated Green due to a large amount of '9's on the screen, but only when browsing through the items.

When exiting the Mountain Man Yami Shop (ha ha that sounds like a seemingly random name for someone who doesn't know what it is), the player sprite may disappear, but if you press B a few times you can make it return again and you can move again after walking on the spot for a bit (like in the select button version). Perhaps you may have been able to avoid your freezes with B.


I didn't see any Rare Candies ("Curious Sugar" in this version), but there are free Master Balls indeed


Cool. I might make a video of obtaining Mountain Man (Gold Badge in the genuine Green) and exiting the shop without a freeze. Though I suppose there's the possibility that it's because I'm using an emulator that I'm not getting a freeze. You can use the select button version to get Master Balls already, but this is a nice alternative method.

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

Posted by: Stilgar
Date: 2014-03-14 10:14:28


I am afraid that the game always freezes when exiting the Mountain Man Yami Shop, it always happened to me when I tried, at least.


No, it doesn't always freeze.  Maybe it might work for you if you save and reset? (or have you already tried that?) Actually, I'm not sure whether it technically froze at all for me on the genuine Green but I think the game may have froze at one point on translated Green due to a large amount of '9's on the screen, but only when browsing through the items.

When exiting the Mountain Man Yami Shop (ha ha that sounds like a seemingly random name for someone who doesn't know what it is), the player sprite may disappear, but if you press B a few times you can make it return again and you can move again after walking on the spot for a bit (like in the select button version). Perhaps you may have been able to avoid your freezes with B.


I didn't see any Rare Candies ("Curious Sugar" in this version), but there are free Master Balls indeed


Cool. I might make a video of obtaining Mountain Man (Gold Badge in the genuine Green) and exiting the shop without a freeze. Though I suppose there's the possibility that it's because I'm using an emulator that I'm not getting a freeze. You can use the select button version to get Master Balls already, but this is a nice alternative method.


Probably it's my emulators' fault then, since I've been trying multiple times with two emulators and it always freezes both when exiting the shop and after buying an item as soon as the music fades and the glitchy one starts playing. In the few seconds span of fading music I could buy something but that's it. I have tried pressing B and many other buttons but never happened, only glitch music and the  invisible sprite. Strangely this doesn't happen when trying the Yami Shop glitch normally, except if I buy specific glitch items, I wonder why. Also "9s" didn't appear to me when I tried. But if you managed to buy something and make the sprite reappear probably it's because I'm not using a VBA, it runs terribly on Macs (I can't put cheat codes on the Mac version and the Windows version doesn't open with Wine) so I'm forced to use KiGB and BGB which are good for codes but are very prone to crashes and freezes whenever something goes wrong so yeah, go ahead if you want to do a video, it would be nice to document some of the things discovered in this thread.
Anyway I discovered a nice small thing: after you changed your fist item into one of the ones present in the list I posted, if you press Select and then try to swap it with another item in your Bag it will be both in the first slot and in the one the item you wanted to swap was, which disappears. So, you can practically clone these glitch items.
Another funny thing I found is that you can use the Mountain Man item in battle, if the emulator doesn't crash you could buy items directly in battle, how convenient!

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

Posted by: Torchickens
Date: 2015-04-09 12:38:01
*bump*

Tiddlywinks from Bulbapedia noted something that may be new when he was revising the unused Japanese text. "Excellent" () directly follows "Master" at 0x466C. However, it is not terminated with a 0x50.

I did some research and I found that according to the CD68 buffer (it is the Japanese version of the initial buffer CD6D in Super Glitch, and it's updated when you select an item too), the game tries to print "Excellent" for the hex:74 glitch item too, following on from how hex:73 is Master, hex:72 is Petit Master, and so on, but it prints other data since there is no terminator at 0x4672.

The name is obscured and you can't see .

[img]http://i4.minus.com/iboJjZCRlBtGn9.png[/img]

But if you add a 0x50 terminator you can tell the game tried to print it.

[img]http://i3.minus.com/itZSCbGzEjn0n.png[/img]

I tried to add a 0x50 at 0x4672 to see if the full would be printed, but it is apparent that this byte marked an important game routine (starting FA CF 3D [ld a, 3DCF]).

Changing 0x4682 to a 50 meant that my Pocket Monsters Midori v1.0 ROM wouldn't even boot up, and the game would freeze if I loaded a save state already on the items menu.