Re: Glitch Video Thread
Posted by: Crystal_
Date: 2014-01-04 17:43:06
For example, these are two of my most recent videos:
Pokemon Red - Progressively glitching the game (ASM hack)
Description:
A lot of the game's data passes through the routine at 0xB5 when it needs to be moved between registers. But we can easily apply a small hack to this routine so that each byte of each "chunk" of data has a predetermined chance of being overwritten by a completely random number. Obviously, the higher the chance we make it be, the more glitched the game will look, but the randomness of the process makes it so fun and unpredictable!
ASM:
#org B5
GlitchedCopyData:
call GenRandom ; $3E5C (generates random 8-bit number)
cp a,NN ; 0xNN out of 0x100 bytes get glitched
jr c, DontGlitch
GlitchByte:
call GenRandom
inc hl
ld (de),a
jr, DoneGlitching
DontGlitch:
ldi a,(hl)
ld (de),a
DoneGlitching:
inc de
dec bc
ld a,c
or a,b
jr nz,GlitchedCopyData
ret
Pokemon Red - Viridian City map and event headers glitching
Description:
Messing up the map header and event header of Viridian City in Pokemon Red.
Sometimes editing only one crucial byte like the text pointer or number of signposts/warps byte was more than enough, but usually I just went nuts at the keyboard :)
P.S.: I did not press a single button from 5:41 through 6:38 other than to close the menu. It just kept popping up lol