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Generation I Glitch Discussion

Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically) - Page 1

Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: MewFlare
Date: 2018-03-23 22:17:43
Hello everyone! This might be a bit long-winded, but I've got some stuff to say quickly first. To start, I want to give a huge thanks to SatoMew and everyone else on the GCL Discord for assisting with this glitch research and helping with translations. I will give credit where credit is due as needed, of course. Second, I apologize for having to provide Imgur links for the pictures, I am playing on cartridge and don't really have any reliable method of taking screenshots apart from straight up taking pictures of my GBA. Finally, I'll be updating this thread on a regular basis with new content that I am hoping to add to the GlitchDex in the future. I am playing Pocket Monsters Red version 1.1 (22A is on the sticker), so some of these glitches may be different in version 1.0 and Pocket Monsters Blue/Pikachu.

Without further ado, allow me to share my notes so far!

3/23/18

191

Hex- BF

Name (romanized)- can be interpreted as Zu, Dzu, or Du

https://imgur.com/UXnfnlX

Cry- Nidoran (female)

Zu will cause the game to delay for a good amount of time on the black battle transition, so much so I thought the game had froze the first time I encountered it. The battle music will become corrupted and the game might softlock before the "wild Pokemon appeared" message is shown, but not always. I'm not sure exactly why that happens, it may have something to do with the music corruption. It may be similar to Yellow Missingno in that it may corrupt the sound bank. Any insight on this phenomenon would be appreciated :)

Pokedex- https://imgur.com/m3BwmBP

Pokedex data triggers the Rhydon trap.

Stats page- https://imgur.com/vRn7ndw

Type- Normal/Boy (LOL what?)

Moves- https://imgur.com/5kEiOuM

Moves (at level 7)- Screech, Pay Day, Cut, TM05

192

Hex-C0

Name- A (katakana)

https://imgur.com/K46XO11

Cry- A quick buzz, reminded me of Tentacool/Tentacruel

Pokedex- https://imgur.com/0l0zs1N

Stats page- https://imgur.com/nW1Q7aO

Type- Water

Moves- https://imgur.com/r8swBD7

Moves (at level 7)- Bubble, Hypnosis, Water Gun

Hmm… given A's Dex number (61), Water typing, and moves, I think it would be safe to assume that it is a hybrid of Poliwhirl. That's too bad, since hybrid glitch Pokemon don't usually have much going for them :(

193

Hex- C1

Name (romanized)- Fuizi

https://imgur.com/vqCQJez

Cry- Slowpoke

Pokedex- https://imgur.com/Du48M95

Pokedex data triggers the Rhydon trap.

Out of the glitches I've played around with so far, Fuizi has been the most interesting of the bunch. When encountered, it will increase the quantity of the third item. I started with one Elixir, but ended up with 18 of them. SatoMew had 5 Poke Balls and ended up with 21. Another thing I noticed quickly was that when captured (after seeing the Dex entry to avoid the Rhydon trap), the game would hang as soon as "Yes/No" was selected after the nickname prompt. Curious, I inquired about it on Discord. Both SatoMew and Parzival used BGB and found that Fuizi points to address FFB8 in HRAM, but none of us were able to figure out exactly what that was. SatoMew found that Fuizi knows Disable (at least at level 3) and awards 0 experience when defeated. What Parzival found was quite intriguing. Fuizi's softlocking seems to be caused by the game executing address 4318 in ROM bank 10h, but once again none of us were able to figure out what that is exactly. Parzival persevered and looked in further and found out that the hang was caused by a division by 0- caused by Fuizi's sprite of all things. Apparently the sprite buffer is not written to during decompression, and it seems something goes terribly wrong from there. If anyone has any more insight on this, I'd be curious to hear about it.

194

Hex- C2

Name (romanized)- Gi[arrow]ago

https://imgur.com/Y58BUyS

Cry- a short, staticky buzz

When captured, no Pokedex entry is shown for reasons unknown to me at the moment. Upon capture, the game would hang after choosing "Yes/No" after the nickname prompt. Unfortunately, unlike with Fuizi, I haven't been able to find any explanation as to why the game hangs, so insight is greatly appreciated.

195

Hex- C3

Name (romanized)- Amu (mu character has a dakuten above it, which I have been told is not supposed to be there)

https://imgur.com/nXdxGx4

Cry- Kangaskhan

Pokedex- https://imgur.com/qLg6E6C

Stats page- https://imgur.com/dAN58sX

Type- Poison

Moves- https://imgur.com/khVsh7E

Moves (at level 7)- Pound, Disable, Poison Gas

Seems to be another hybrid, this time of Muk. Kind of disappointing, but this is all in the name of science!

That's all for now! I hope to get all the other glitch Pokemon that are obtainable through the Mew glitch, then hopefully find a method more reliable than the fossil conversion glitch for the glitches from index 200-255, but if that's the method I have to use then so be it. Like I said, for science!

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: Parzival
Date: 2018-03-23 22:50:56
I'll hit up C2 tomorrow, but it's most likely the same as C1's issues.

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: Torchickens
Date: 2018-03-24 07:02:10
Great work! :)

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: MewFlare
Date: 2018-03-30 15:23:59
3/30/18 Update

I'm back with more! I've gotten some stuff from the last Glitch Pokemon that are available using the Mew Glitch. Is there a reliable method to getting the Glitch Pokemon 200-255 aside from the fossil conversion glitch? I just feel like that method might get tedious after a while, but if I have to do it I will. Anyway, on with the entry!

196

Hex- C4

Name (romanized)- Iaze (I've been told the "I" character has an impossible dakuten on it)

https://imgur.com/9RetEf6

Cry- Two quick buzzes

At first glance, I could tell Iaze would be similar to Fuizi. It's sprite was the same, and would also vary between encounters. No Dex entry would be shown upon capture, and the game would hang on the nickname prompt. Since it's sprite is basically the same as Fuizi's I'm willing to bet that Iaze's sprite also causes a division by 0.

197

Hex- C5

Name (romanized)- Nu

https://imgur.com/TjilJRk

Cry- Distorted Charizard/Rhyhorn cry

Iaze was quite similar to Fuizi, and Nu shares a lot of its traits with Zu! The battle transition stays on the black screen for a long time, but the first time I encountered Nu the game actually did freeze on that screen. The second encounter with Nu was successful, though. The battle music distorted during the black battle transition, and after a few moments it stopped completely. A few glitch noises were played, then the music became a slowed down version of the "wild Pokemon defeated" music and stayed that way until the battle was over. After exiting the battle, something strange happened. Similar to how Yellow Missingno causes a whole bunch of Reds to walk around on screen, the sprite of a male trainer appeared on the top right of the screen and moved to the bottom of the screen, then Red turned into a glitch square but went back to normal when I went back into Cerulean. I tried to get a picture of the guy flying across the screen but he disappeared before I got a chance :(

No Dex entry was shown upon capture, so I'm not sure if Nu can trigger the Rhydon trap.

Stats page- https://imgur.com/JZmWzvu

Type- Normal/Boy (again, LOL what?)

Moves- https://imgur.com/nnuvFBp

Moves (at level 7)- Screech, Pay Day, Cut, TM05

No doubt that Nu is very similar to Zu. They have the same type and starting moves, both are listed as #250, and they both cause audio glitches, though Zu never caused any visual glitches the way Nu did. I'm thinking they may have the same encounter/capture flag, since no Dex entry was shown upon capture. Perhaps they're hybrids of each other, or members of the same "family"?

Out of curiosity, I tried out TM05 in battle to see what would happen. It had 56 total PP and appeared to have no type. It had the same animation as Scratch and would drain HP like Absorb. Definitely different from TM05 in English Red/Blue, where it has 33 total PP, is ,kPkMn(player name) x X type, and has the same animation as Pound but raises Evasion by 2 stages.

198

Hex- C6

Name (romanized)- Aga

https://imgur.com/X45uDGk

Cry- A staticky buzz

Pokedex- https://imgur.com/ivGW6ec

Stats page- https://imgur.com/rkq3drt

Type- Water/Fighting

Moves- https://imgur.com/JTn45Zd

Moves (at level 7)- Hypnosis, Water Gun, Doubleslap, Body Slam

Ok, given the type, starting moveset, and Dex number of 62, it's probably safe to say that Aga is a hybrid of Poliwrath. Funny that it shares its index number with LM4, which is also a hybrid of Poliwrath.

199

Hex- C7

Name- There's nothing there. It's literally blank. A few people on Discord suggested that the first character of 199's name might be the hex 50 character, which causes its name to be terminated early. Unfortunately, I have no way of checking this on cartridge :(

https://imgur.com/cotuepm

Since 199 shares its sprite with both Fuizi and Iaze, I wasn't terribly surprised when the game softlocked at the nickname prompt. No Pokedex entry was shown upon capture, either.

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: Torchickens
Date: 2018-03-30 17:28:52

I'm back with more! I've gotten some stuff from the last Glitch Pokemon that are available using the Mew Glitch. Is there a reliable method to getting the Glitch Pokemon 200-255 aside from the fossil conversion glitch? I just feel like that method might get tedious after a while, but if I have to do it I will. Anyway, on with the entry!


Cool!

Unfortunately I'm not sure (unless you have a GameShark where 01xxBFCF can be used in the middle of a battle to change the species of the foe) other than if you can execute this glitch which relies on the remaining PP of a Pokémon instead (where every PP Up adds +hex:40 to the value represented by the remaining PP. So 5 PP and 3 PP Ups would be for instance 0xC3). The really high PP values should in theory be available with a PP underflow glitch, which would also apply max PPs (from no PP ups used) otherwise remove one of the PP Up bonuses.

I imagine there should be an even easier way though. Another possible way to get the glitch Pokémon might be to set up the expanded items pack and use the Select glitch to dig up a Pokémon that represents an item quantity (which can be duplicated with - move corruption (open the Pokémon menu just before scrolling the Fight menu)) or this glitch but I'm unsure how that would work out, it's not confirmed that there are quantities that map to species in the party after a switch.

Another way while a hassle is to use arbitrary code execution with 5 or similar:

Lemonade x (xx)
TM34 x191
TM07 x201

Hope that might come in handy.

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: MewFlare
Date: 2018-03-30 22:08:25
Hmm… using the 5 thingamajig wouldn't really be a feasible option since my ID number is 10105 and I don't really have the patience to continuously create new saves with only a 1/256 chance of getting an ID that would work, and I have basically no knowledge of how to manipulate RNG. I also don't have a Gameshark unfortunately. My life would be a lot easier if I did :P

However, the Select glitch with remaining PP seems promising. However, iirc even with the usage of the PP underflow glitch the maximum PP value that can be attained is 63, and it might just be me but the explanation on the wiki for that glitch seems a bit confusing. For as much as I love glitches, sometimes I can't get my head around them  :-[

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: Torchickens
Date: 2018-03-31 19:22:51

However, the Select glitch with remaining PP seems promising. However, iirc even with the usage of the PP underflow glitch the maximum PP value that can be attained is 63, and it might just be me but the explanation on the wiki for that glitch seems a bit confusing. For as much as I love glitches, sometimes I can't get my head around them  :-[


Don't worry. I think I may have found it a bit confusing too.

The maximum is 63 because with one PP Up counting as +hex:40, you have 63 (hex:3F [dec:63]+hex:40*3) for the maximum value with all three PP Ups applied, and $3F+$40+$40+$40 is 0xFF. So despite the game saying there are 63 PP remaining its hex representation with 3 PP Ups is 0xFF, or if you applied two PP Ups 0x3F+0x40+0x40 = 0xBF and so on.

Another way of looking at it is there are four copies of values 0-63 (but the only way to know their true index number is to remember how many PP Ups were used). I recommend Windows Calculator on programmer mode to switch from decimal to hexadecimal mode.

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: MewFlare
Date: 2018-04-02 18:29:03
So if Im understanding this correctly, if I have a move with 62 PP and 3 PP Ups applied to it, then it would be equivalent to 0xFE? Or am I getting that totally wrong?

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: ISSOtm
Date: 2018-04-03 03:04:01
Yep, it'll be stored in memory as 0xFE.

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: MewFlare
Date: 2018-04-03 07:15:12
Ok, but now Ive stumbled across another thing thats confusing me.

Taken from the Hyper Beam automatic select glitch page-

If the PP was 0 with no PP Ups applied, it will underflow to 63 with full PP Ups applied. If it was 0 with at least one PP Up applied, it will underflow to 63 with one less PP Up applied.

Does this mean that if I want to get, say, 63 PP with 2 PP Ups applied, Ill have to give 3 PP Ups beforehand since it removes the effect of one PP Up? (provided that one has been used beforehand)

EDIT: Never mind, got that all cleared up.

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: Torchickens
Date: 2018-04-04 13:47:37

Ok, but now Ive stumbled across another thing thats confusing me.

Taken from the Hyper Beam automatic select glitch page-

If the PP was 0 with no PP Ups applied, it will underflow to 63 with full PP Ups applied. If it was 0 with at least one PP Up applied, it will underflow to 63 with one less PP Up applied.

Does this mean that if I want to get, say, 63 PP with 2 PP Ups applied, Ill have to give 3 PP Ups beforehand since it removes the effect of one PP Up? (provided that one has been used beforehand)


That's true, yes. :)

An alternative to using the 3 PP Ups first is to do the underflow glitch twice without having to get any PP Ups; once to get 3 PP Ups applied, and a second time to get 2 PP Ups applied (or a third/fourth time to get 1 or 0 applied).

Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)

Posted by: CytricAcid
Date: 2018-04-05 17:55:27
Fuizi's crash sounds more like a crash from an invalid growth rate, not the sprite. its using an experience rate that divides by zero, not the sprite

https://forums.glitchcity.info/index.php?topic=6588.0 this is a topic about invalid growth rates and the description of the growth rates that divide by zero sound like the type of crash youre experiencing, especially the hang after the nickname screen.