Glitch City Laboratories Archives

Glitch City Laboratories closed on 1 September 2020 (announcement). This is an archived copy of a thread from Glitch City Laboratories Forums.

You can join Glitch City Research Institute to ask questions or discuss current developments.

You may also download the archive of this forum in .tar.gz, .sql.gz, or .sqlite.gz formats.

Generation IV Glitch Discussion

AttackDex (HG/SS) - Page 1

AttackDex (HG/SS)

Posted by: Torchickens
Date: 2010-08-17 17:31:40
After recently obtaining an Action Replay DS E2 today, I thought that it would be perfect to use on HeartGold/Soulsilver.

Via a TM17 modifier code, I noticed that attack identifier 1D4 (468) which is just after the final valid move - Shadow Force did not freeze the game, so I thought I'd document some of the glitch attacks in Generation IV. With moves in Generation IV using two bytes instead of one, this is going to take a long time, although hopefully there will be some interesting results.

For reference, here is the code; it changes TM17's effect after pressing R depending on the first item quantity and allows you to change the first item quantity to FFFF after pressing L+R.


94000130 FCFF0000
B2111880 00000000
10000656 0000XXXX (I used FFFF - 65535)
D2000000 00000000
94000130 FEFF0000
B2111880 00000000
DA000000 00000656
D3000000 00000000
D7000000 021000EC
D2000000 00000000

000 (000) [Reserved for no attack; data such as power/default PP is undefined]
Name: "-"
Type: Normal
Power: —
Accuracy: —
Default PP: 0
Category: Physical
Description: " "

Effect: Not selectable, removes attack border information on move selection screen

1D4 (468) -
Name: " "
Type: Normal
Power: 100
Default PP: 10
Accuracy: 100
Category: Special
Description: " "

Effect: (Game freezes on move selection screen)

1D5 (469) -
Name: " "
Type: Normal
Default PP: 10
Power: 100
Accuracy: 100
Category: Special
Description: " "

Effect: (Game freezes on move selection screen)

1D6 (470) -
Name: " "
Type: Normal
Default PP: 10
Power: 100
Accuracy: 100
Category: Special
Description: " "

Effect: (Game freezes on move selection screen)

1D7 (471) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1D8 (472) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1D9 (473) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1DA (474) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1DB (475) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1DC (476) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1DD (477) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1DE (478) -
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1DF (479)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E0 (480)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E1 (481)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E2 (482)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E3 (483)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E4 (484)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E5 (485)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E6 (486)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E7 (487)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E8 (488)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1E9 (489)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1EA (490)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1EB (491)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1EC (492)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1ED (493)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1EE (494)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1EF (495)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1F0 (496)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1F1 (497)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1F2 (498)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1F3 (499)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

1F4 (500)
Name: ' '
Power: Unknown
Default PP: Unknown
Power: Unknown
Category: Unknown
Accuracy: Unknown
Description: Unknown

Effect: (Game freezes when trying to teach the move)

Re: AttackDex (HG/SS)

Posted by: Axaj
Date: 2010-08-17 20:54:16
Nice, I'll try working on it if someone can recommend a good DS emulator for mac (or if anyone knows if the trainer toolkit software works under wine).  Unfortunately, it seems to be more monotonous than decamarks;  if all the attacks turn out the same, I'll be disappointed.

Re: AttackDex (HG/SS)

Posted by: Torchickens
Date: 2010-08-18 09:37:23

Nice, I'll try working on it if someone can recommend a good DS emulator for mac (or if anyone knows if the trainer toolkit software works under wine).  Unfortunately, it seems to be more monotonous than decamarks;  if all the attacks turn out the same, I'll be disappointed.


Thanks, unfortunately it seems that most of them simply crash the game when the game attempts to draw up information about them in the 'TM17 contains X' screen and with the exception of 000 (no move) simply viewing the moves on the move selection screen will freeze the game.

I find it interesting how moves 468, 469 and 470 only froze the game in battle and are Special with 100 power, 100 accuracy and 10 PP, maybe this implies that the move database was made to end at 470 rather than 467 as a nice round figure?

It would be good if a move effect modifier was eventually developed because hopefully then the effects of a few glitch moves can be tested without crashing the game, by forcing the game into displaying that a valid move was used.

I was hoping to find the glitch move which Generation IV hybrids have, maybe I should test the 8XXX range? What also came to mind is that perhaps the species word is signed, so 0000-7FFF are positive integers and 8000-FFFF are negative integers, how the Generation IV hybrids would derive data like starting moves however seems confusing.

Re: AttackDex (HG/SS)

Posted by: Gawaxay
Date: 2010-08-18 14:19:23
This seems interesting. Something needs to be done about all that missing data though. Also, I just did some research and calculations, and I agree with your theory about signed integers. Though…this would make the Gen IV hybrids' numbers be negative, not 32 thousand something.

Re: AttackDex (HG/SS)

Posted by: Torchickens
Date: 2010-08-19 09:14:01
The Pokédex numbers themselves are unsigned, although its strange why values 8000-81ED in particular are the ones which do not crash the game; the game must point to elsewhere to receive the full species information but I wonder if certain associated Pokémon data is valid, because it was programmed to be a signed integer?

Maybe sprite data; #32769 (8001) won't use the normal sprite for Bulbasaur but instead uses a 'floating version', perhaps for the Pokémon in its 'bouncing' stage? If 8000-FFFF are the equivalent 'bouncing' Pokémon the game might be using the 'sign and magnitude' method for signed integers (0000-7FFF=positive, 8000-FFFF=negative); so the game reads the unsigned 8001 and brings up its associated sprite data (i.e. sprite -1) which would be valid if Nintendo decided to make sprites 1 to 493 normal and (-1) to (-493) the sprite for a Pokémon after using Bounce.