Re: Front Sprite Crashers Revealed! Pokemon Red/Blue
Posted by: Torchickens
Date: 2018-08-15 20:03:42
However, GlitchedPokemonStudent says he only tried it on an unofficial translation of the game, so effects may be different on the official Japanese versions.
Actually, I stumbled upon it by accident just after I started the game. Where I downloaded it, it made no mention to such a thing, so I just assumed it was a regular one. The moment I saw the save file screen, I just went "WTF?", but I decided to go along with it.
Ah, OK. Makes sense.
Anyway, about this glitch Pokemon. https://glitchcity.info/wiki/GlitchDexJP/RG:221
This front sprite is pretty much the earliest 4 4. What's interesting though that it turns into a screwed-up Safari Zone battle with that same dark red screen effect, ever like "bait" or "rock" occurs every time I try to advance until it runs away, crashing the game as a result.
Interesting. Sounds like my experience of French version's of 4 4. If a trainer sends out French 4 4 you can force the Safari Zone encounter system as well.
As for #234 family, the back sprite doesn't seem to act volatile. No matter how hard I try, it stays constant when I used Transform with Ditto because when I tried to catch it, the game lock-ups after the choice of giving the nickname. I wonder why it is in this video here that I think they did it by accident since what I got was completely different. https://youtu.be/g9MwW2I15mo?t=383
Some back sprites are sourced from RAM with the first byte specifying the dimensions, so I think it's possible a certain RAM address needs to have a nybble of 0 for this to work (e.g. 00). I don't know the source location of Red/Green's #234 family backsprite but can look it up for you one moment.
Edit: The #234 backsprite pointer is at $0043 (a ROM location), according to here, so that's likely not the issue. (Unless there's a difference here between the v1.0 and v1.1 ROMs)