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Generation I Glitch Discussion

No step counting Walk Through Walls ideas (non JP versions) - Page 1

No step counting Walk Through Walls ideas (non JP versions)

Posted by: Torchickens
Date: 2019-08-03 15:25:35
The ledge walk through walls glitch and museum walk through walls have been good (repetable) means of wtw, but usually you needed to count remaining Safari Zone steps until the last is in the middle of the air from a ledge and have a poisoned Pokemon/all fainted party Other past walk through walls methods may seem farfetched and require careful planning (i.e. grass tile printing in glitch item name overflow, the glitch boxset method in Red/Blue).

Using the expanded items pack/dry underflow glitch, these issues could maybe be addressed. Setting up arbitrary code execution to do this may be simpler; in theory, given how CD38 is written to a number of times, it could be as simple as placing a specific item in the map script item slot, however for documentation are possible alternatives below.

1. Using a Rival's effect item like 0x94, jumping off a ledge will enable you to float perpetually only until the WTW state breaks. You can use it in such a way you can alternate small left/right steps in the air, guaranteeing ledge (CD38) mode when your steps run out. In theory a poisoned Pokemon is not needed to escape the gate with no oob freeze either; changing the tileset address in item underflow will allow you to Fly away. Furthermore if you don't/can't use Fly, changing to south map connection (not D365/4 but the addresses intended for route transitions) to an outdoor map may also work. As neither Flying or changing routes don't normally affect CD38, this may be possible.

2. In the expanded PC items from doing dry underflow in the PC, various event flags can be adjusted. If the Pewter Gym NPC counts in the range of addresses you can alter this way, maybe his script to walk you can be reenabled even after beating the gym. This could allow you to do Brock Through Walls. What is more obscure compared to Red/Blue is that Brock Through Walls works in Yellow; its just the known requirements are harder (not viable for new games as of now) and the skip first gym glitch was fixed. However, a means of getting the expanded inventory quickly (SRAM glitch or possibly the timing specific glitch mart method) would allow you to bypass him and talk to him from the right anyway.

Notes: The requirements for Brock Through Walls are here https://glitchcity.info/w/index.php?title=Brock_Through_Walls&diff=23590&oldid=22347 it was removed from the article as though it does work, there was something wrong with these specific requirements. They may have either been false details or are incomplete.

Expanded bag documentation but only for regular bag right now: here Item 42 (D36E/F) can read a pointer including RAM too; so item 1D x hex:D3 would run D31D as ACE once the menu is closed. This has been known and for instance in the total control TASes from years ago but most people use the glitch item (8F/ws m/4F etc. for portability or lack of familiarity).

Map script ACE (one of the methods various people know but isn't that widely spread) is useful though as you don't need a difficult bootstrap code, just a specific Water Stone/Thunderstone stack to place in item 42 and the code runs on loop once the menu is closed. The item changes once changing maps; but you can use a specific code so that doesn't happen. This could be for instance that special address (of which I forgot sorry. I think it's in the ACE board though) you can alter to do looping ACE even after changing maps, but by default this disables talking to people and maybe enterin battles until save and reset. It will be looped ACE though unless the code is self-modifying or there is room to open the Start menu and remove the script/Fly/Teleport away (the script might still run once after this action though).

Re: No step counting Walk Through Walls ideas (non JP versions)

Posted by: bwill11
Date: 2019-08-03 16:15:41

In theory a poisoned Pokemon is not needed to escape the gate with no oob freeze either; changing the tileset address in item underflow will allow you to Fly away.

Wouldn't flying away get rid of the Walk Through Walls effect though?

Re: No step counting Walk Through Walls ideas (non JP versions)

Posted by: Torchickens
Date: 2019-08-03 16:22:11


In theory a poisoned Pokemon is not needed to escape the gate with no oob freeze either; changing the tileset address in item underflow will allow you to Fly away.

Wouldn't flying away get rid of the Walk Through Walls effect though?


No, walking through a door does but Fly keeps it (will double check).
Edit: Yeah, changing CD38 to above 0 and Flying keeps the effect in both EN Red and EN Yellow, af least. The full method just need to be attempted.

Thought this could then lead to WTW just by using Rival's/Jack, ledge jumping and Flying away. Unfortunately no unless there is a way like it unmentioned that leads to it hmm.

Edit 2: Using Jack just above the ledge (1 step) and pressing Start under a specific timing lets you open the menu halfway! I saved and reset foolishly which broke what may have been WTW. Will keep trying until repeat it and Fly instead. >> It didn't enable wtw still but will keep trying different variations.