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Generation IV Glitch Discussion

"Void Knowledge Archive, by the members of HallofOrigin" - Page 8

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: vowel
Date: 2015-10-06 11:32:52
Hm, the main problem with that I'm seeing is the NPCs have the specific map coordinates they're set to, so you would need to move the Hall of Origin to those coordinates. The only way to do that I know of is save and reset there?
I've just done the following: save+reset inside Veilstone Gym (hey, that's how far I am on my Pearl atm), pokesav my coordinates to the HoO, load the save. All of the Veilstone Gym's npcs are there and can be talked to. Save + reset again, the npcs are still there and can still be talked to (talking to Maylene triggers Arceus). So, presumably, if we were to find a HoO, we are allowed to save+reset in it to change our matrix so that it becomes the new map positioned at [0,0] (where our npcs will be). Problem solved, hello Arceus!

All of this is contingent on being actually able to keep those indoor npcs present for the duration of the whole run. I am unable to reproduce your different behavior for real maps vs MZs - I just tried from my hacked-to-HoO save and Maylene vanished both when I went west (Iron Island) as well as south (MZ). Interestingly, the glitch blocks from where the shovable doors in the Veilstone Gym were remained (and could be moved) :-\ .

Sometimes they can still be talked to (people in Poketch Co.) but sometimes they can't until the graphics are reloaded (Your mum at home). I don't really see what difference leads to this, but I notice your mum's shadow is in the wrong place so maybe it's a Z thing? Why do buildings have different Zs?
The behavior looks consistent with a z change. Remember that buildings are forced to 2d perspective, which may interact with whatever is your z value. The script tells you what your z is though  ;D

What if the NPCs that follow you could be brought there? They're only meant to go to specific areas, so they probably call specific scripts that are within them, right? That does potentially mean starting a new game to get the one that runs the correct script, if the repeatable ones (only Amity Square off the top of my head?) don't do it.
That's an ingenious idea; can we tweak inside Amity Square (to prevent the lady from putting our pokemon back into its ball)?

If there's an area where the Hall of Origin overlaps with Fake Jubilife City, well it turns out that the HoO I found is surrounded by Jubilifes so we can make the NPCs appear. They would disappear again on entering the HoO but maybe that can lead to something? *shrug*
I don't see how the NPCs could be made to appear, given that you're on something like [30000,20000] (just making this up :P ), where no npcs have been programmed? Unless you want to S+R, but then your matrix changes to the HoO's (assuming you S+R inside the HoO), meaning you'd be surrounded by Iron Islands and Solaceon Ruins, none of which maps have usable npcs. (If you could make npcs appear though, you might be able to talk to them right across the map boundaries?)

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: ~Poke~
Date: 2015-10-06 12:15:24
All of this is contingent on being actually able to keep those indoor npcs present for the duration of the whole run. I am unable to reproduce your different behavior for real maps vs MZs - I just tried from my hacked-to-HoO save and Maylene vanished both when I went west (Iron Island) as well as south (MZ). Interestingly, the glitch blocks from where the shovable doors in the Veilstone Gym were remained (and could be moved) :-\ .

There's still the trick of getting there without reloading the NPCs though, like you say. It's a shame the Mystery Zone thing didn't work in that situation.

That's an ingenious idea; can we tweak inside Amity Square (to prevent the lady from putting our pokemon back into its ball)?

The map looks like it's probably big enough? I can't find any mention of it on Google or Youtube though. I do think it was discussed or at least mentioned on the HoO forum, so maybe someone with that backup can do a quick search?
(I'm not good enough at tweaking to test… though maybe what we need is a lua script to tweak for us :P)

I don't see how the NPCs could be made to appear, given that you're on something like [30000,20000] (just making this up :P ), where no npcs have been programmed? Unless you want to S+R, but then your matrix changes to the HoO's (assuming you S+R inside the HoO), meaning you'd be surrounded by Iron Islands and Solaceon Ruins, none of which maps have usable npcs. (If you could make npcs appear though, you might be able to talk to them right across the map boundaries?)


This video shows it. (on real hardware!) Looks like maybe they use a 2 byte location, so they'll appear in Fake Jubilifes. Should work for any npcs provided you're in the right place and header, though that sounds really rare for anything other than a Jubilife (unless the indoor repetition lands on it? So diagonal Fake places?)
The video looks like they can't be talked to, but maybe that can be worked around? Might be a Z thing again, since Jubilife is raised.
I had some weird Z things happening at North Fake HoO so maybe that can be fixed somewhere in Fake Sinnoh.

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: vowel
Date: 2015-10-06 12:39:05
The map looks like it's probably big enough? I can't find any mention of it on Google or Youtube though. I do think it was discussed or at least mentioned on the HoO forum, so maybe someone with that backup can do a quick search?
(I'm not good enough at tweaking to test… though maybe what we need is a lua script to tweak for us :P)
Never mind… I've checked with WTW and my Pachirisu disappeared the moment I entered the MZ surrounding Amity Square, so this won't work :(

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: vowel
Date: 2015-10-06 14:51:06
More bad news. I've written a script that checks whether the dump uploaded earlier indeed repeats diagonally, and it doesn't. Well, at least, not for a bit. The script would take about 100 hours to run on my machine, so I stopped it after a few seconds, but the results so far are that of the 8192 repetitions it's tested (that number looks special but that's just Perl's line buffering mechanism :P ), it has found 7153 diagonal repetitions, but 1035 mismatches (plus four incomparable results, i.e. maps crossing underflow boundaries). This possibly invalidates the proposed shortcut of just scanning in two lines straight and merging the results afterwards.

A small excerpt of the log (first 100 lines):
Not comparable: 00000[00000000,FFFFFE60] 00000[FFFFFFE0,FFFFFE40]
Repetition: 00000[FFFFFFE0,FFFFFE60] 00000[FFFFFFC0,FFFFFE40]
Repetition: 00000[FFFFFFC0,FFFFFE60] 00000[FFFFFFA0,FFFFFE40]
Repetition: 00000[FFFFFFA0,FFFFFE60] 00000[FFFFFF80,FFFFFE40]
Repetition: 00000[FFFFFF80,FFFFFE60] 00000[FFFFFF60,FFFFFE40]
Repetition: 00000[FFFFFF60,FFFFFE60] 00000[FFFFFF40,FFFFFE40]
Repetition: 00000[FFFFFF40,FFFFFE60] 00000[FFFFFF20,FFFFFE40]
Repetition: 00000[FFFFFF20,FFFFFE60] 00000[FFFFFF00,FFFFFE40]
Repetition: 00000[FFFFFF00,FFFFFE60] 00000[FFFFFEE0,FFFFFE40]
Repetition: 00000[FFFFFEE0,FFFFFE60] 00000[FFFFFEC0,FFFFFE40]
Repetition: 00000[FFFFFEC0,FFFFFE60] 00000[FFFFFEA0,FFFFFE40]
Repetition: 00000[FFFFFEA0,FFFFFE60] 00000[FFFFFE80,FFFFFE40]
Repetition: 00000[FFFFFE80,FFFFFE60] 00000[FFFFFE60,FFFFFE40]
Repetition: 00000[FFFFFE60,FFFFFE60] 00000[FFFFFE40,FFFFFE40]
Repetition: 00000[FFFFFE40,FFFFFE60] 00000[FFFFFE20,FFFFFE40]
Repetition: 00000[FFFFFE20,FFFFFE60] 00000[FFFFFE00,FFFFFE40]
Repetition: 00000[FFFFFE00,FFFFFE60] 00000[FFFFFDE0,FFFFFE40]
Repetition: 00000[FFFFFDE0,FFFFFE60] 00000[FFFFFDC0,FFFFFE40]
Repetition: 00000[FFFFFDC0,FFFFFE60] 00000[FFFFFDA0,FFFFFE40]
Repetition: 00000[FFFFFDA0,FFFFFE60] 00000[FFFFFD80,FFFFFE40]
Repetition: 00000[FFFFFD80,FFFFFE60] 00000[FFFFFD60,FFFFFE40]
Repetition: 00000[FFFFFD60,FFFFFE60] 00000[FFFFFD40,FFFFFE40]
No repetition: 00000[FFFFFD40,FFFFFE60] 00007[FFFFFD20,FFFFFE40]
Repetition: 00000[FFFFFD20,FFFFFE60] 00000[FFFFFD00,FFFFFE40]
No repetition: 00000[FFFFFD00,FFFFFE60] 00003[FFFFFCE0,FFFFFE40]
Repetition: 00000[FFFFFCE0,FFFFFE60] 00000[FFFFFCC0,FFFFFE40]
Repetition: 00000[FFFFFCC0,FFFFFE60] 00000[FFFFFCA0,FFFFFE40]
Repetition: 00000[FFFFFCA0,FFFFFE60] 00000[FFFFFC80,FFFFFE40]
Repetition: 00000[FFFFFC80,FFFFFE60] 00000[FFFFFC60,FFFFFE40]
Repetition: 00000[FFFFFC60,FFFFFE60] 00000[FFFFFC40,FFFFFE40]
Repetition: 00000[FFFFFC40,FFFFFE60] 00000[FFFFFC20,FFFFFE40]
No repetition: 00000[FFFFFC20,FFFFFE60] 00552[FFFFFC00,FFFFFE40]
No repetition: 00000[FFFFFC00,FFFFFE60] 64476[FFFFFBE0,FFFFFE40]
No repetition: 00000[FFFFFBE0,FFFFFE60] 00552[FFFFFBC0,FFFFFE40]
No repetition: 00000[FFFFFBC0,FFFFFE60] 63816[FFFFFBA0,FFFFFE40]
Repetition: 00000[FFFFFBA0,FFFFFE60] 00000[FFFFFB80,FFFFFE40]
No repetition: 00000[FFFFFB80,FFFFFE60] 00528[FFFFFB60,FFFFFE40]
Repetition: 00000[FFFFFB60,FFFFFE60] 00000[FFFFFB40,FFFFFE40]
No repetition: 00000[FFFFFB40,FFFFFE60] 21828[FFFFFB20,FFFFFE40]
Repetition: 00000[FFFFFB20,FFFFFE60] 00000[FFFFFB00,FFFFFE40]
No repetition: 00000[FFFFFB00,FFFFFE60] 00008[FFFFFAE0,FFFFFE40]
Repetition: 00000[FFFFFAE0,FFFFFE60] 00000[FFFFFAC0,FFFFFE40]
No repetition: 00000[FFFFFAC0,FFFFFE60] 00108[FFFFFAA0,FFFFFE40]
Repetition: 00000[FFFFFAA0,FFFFFE60] 00000[FFFFFA80,FFFFFE40]
No repetition: 00000[FFFFFA80,FFFFFE60] 00016[FFFFFA60,FFFFFE40]
Repetition: 00000[FFFFFA60,FFFFFE60] 00000[FFFFFA40,FFFFFE40]
Repetition: 00000[FFFFFA40,FFFFFE60] 00000[FFFFFA20,FFFFFE40]
Repetition: 00000[FFFFFA20,FFFFFE60] 00000[FFFFFA00,FFFFFE40]
Repetition: 00000[FFFFFA00,FFFFFE60] 00000[FFFFF9E0,FFFFFE40]
Repetition: 00000[FFFFF9E0,FFFFFE60] 00000[FFFFF9C0,FFFFFE40]
Repetition: 00000[FFFFF9C0,FFFFFE60] 00000[FFFFF9A0,FFFFFE40]
Repetition: 00000[FFFFF9A0,FFFFFE60] 00000[FFFFF980,FFFFFE40]
No repetition: 00000[FFFFF980,FFFFFE60] 00509[FFFFF960,FFFFFE40]
No repetition: 00007[FFFFF960,FFFFFE60] 00000[FFFFF940,FFFFFE40]
No repetition: 00000[FFFFF940,FFFFFE60] 00509[FFFFF920,FFFFFE40]
No repetition: 00003[FFFFF920,FFFFFE60] 00552[FFFFF900,FFFFFE40]
No repetition: 00000[FFFFF900,FFFFFE60] 63964[FFFFF8E0,FFFFFE40]
No repetition: 00000[FFFFF8E0,FFFFFE60] 00489[FFFFF8C0,FFFFFE40]
No repetition: 00000[FFFFF8C0,FFFFFE60] 15793[FFFFF8A0,FFFFFE40]
No repetition: 00000[FFFFF8A0,FFFFFE60] 00489[FFFFF880,FFFFFE40]
No repetition: 00000[FFFFF880,FFFFFE60] 18008[FFFFF860,FFFFFE40]
No repetition: 00000[FFFFF860,FFFFFE60] 00487[FFFFF840,FFFFFE40]
No repetition: 00552[FFFFF840,FFFFFE60] 14336[FFFFF820,FFFFFE40]
No repetition: 64476[FFFFF820,FFFFFE60] 00000[FFFFF800,FFFFFE40]
No repetition: 00552[FFFFF800,FFFFFE60] 00285[FFFFF7E0,FFFFFE40]
No repetition: 63816[FFFFF7E0,FFFFFE60] 00000[FFFFF7C0,FFFFFE40]
Repetition: 00000[FFFFF7C0,FFFFFE60] 00000[FFFFF7A0,FFFFFE40]
No repetition: 00528[FFFFF7A0,FFFFFE60] 00000[FFFFF780,FFFFFE40]
Repetition: 00000[FFFFF780,FFFFFE60] 00000[FFFFF760,FFFFFE40]
No repetition: 21828[FFFFF760,FFFFFE60] 00000[FFFFF740,FFFFFE40]
Repetition: 00000[FFFFF740,FFFFFE60] 00000[FFFFF720,FFFFFE40]
No repetition: 00008[FFFFF720,FFFFFE60] 00000[FFFFF700,FFFFFE40]
Repetition: 00000[FFFFF700,FFFFFE60] 00000[FFFFF6E0,FFFFFE40]
No repetition: 00108[FFFFF6E0,FFFFFE60] 00000[FFFFF6C0,FFFFFE40]
No repetition: 00000[FFFFF6C0,FFFFFE60] 00016[FFFFF6A0,FFFFFE40]
No repetition: 00016[FFFFF6A0,FFFFFE60] 00541[FFFFF680,FFFFFE40]
No repetition: 00000[FFFFF680,FFFFFE60] 21524[FFFFF660,FFFFFE40]
Repetition: 00000[FFFFF660,FFFFFE60] 00000[FFFFF640,FFFFFE40]
Repetition: 00000[FFFFF640,FFFFFE60] 00000[FFFFF620,FFFFFE40]
Repetition: 00000[FFFFF620,FFFFFE60] 00000[FFFFF600,FFFFFE40]
Repetition: 00000[FFFFF600,FFFFFE60] 00000[FFFFF5E0,FFFFFE40]
Repetition: 00000[FFFFF5E0,FFFFFE60] 00000[FFFFF5C0,FFFFFE40]
No repetition: 00000[FFFFF5C0,FFFFFE60] 00003[FFFFF5A0,FFFFFE40]
No repetition: 00509[FFFFF5A0,FFFFFE60] 00000[FFFFF580,FFFFFE40]
Repetition: 00000[FFFFF580,FFFFFE60] 00000[FFFFF560,FFFFFE40]
No repetition: 00509[FFFFF560,FFFFFE60] 00000[FFFFF540,FFFFFE40]
No repetition: 00552[FFFFF540,FFFFFE60] 00000[FFFFF520,FFFFFE40]
No repetition: 63964[FFFFF520,FFFFFE60] 00000[FFFFF500,FFFFFE40]
No repetition: 00489[FFFFF500,FFFFFE60] 00000[FFFFF4E0,FFFFFE40]
No repetition: 15793[FFFFF4E0,FFFFFE60] 00552[FFFFF4C0,FFFFFE40]
No repetition: 00489[FFFFF4C0,FFFFFE60] 63932[FFFFF4A0,FFFFFE40]
No repetition: 18008[FFFFF4A0,FFFFFE60] 00552[FFFFF480,FFFFFE40]
No repetition: 00487[FFFFF480,FFFFFE60] 63664[FFFFF460,FFFFFE40]
No repetition: 14336[FFFFF460,FFFFFE60] 00000[FFFFF440,FFFFFE40]
No repetition: 00000[FFFFF440,FFFFFE60] 00100[FFFFF420,FFFFFE40]
No repetition: 00285[FFFFF420,FFFFFE60] 00000[FFFFF400,FFFFFE40]
No repetition: 00000[FFFFF400,FFFFFE60] 21828[FFFFF3E0,FFFFFE40]
No repetition: 00000[FFFFF3E0,FFFFFE60] 00552[FFFFF3C0,FFFFFE40]
No repetition: 00000[FFFFF3C0,FFFFFE60] 63964[FFFFF3A0,FFFFFE40]
No repetition: 00000[FFFFF3A0,FFFFFE60] 00514[FFFFF380,FFFFFE40]


This is the Perl script I used. Please check it for errors!

use warnings;
use strict;
$|=1;

open my $fh,'<','dump.txt';
my @array;

my $size = 0;
my $l;
while ($l = <$fh>)
{
chomp $l;
my @split = split / /,$l;
$size += @split;
push @array,\@split;
}

my $iter = 0;
for (my $i = 0; $i <= $#array; $i++)
{
my @ptr = @{$array[$i]};
for (my $j = 0; $i <= $#ptr; $j++)
{
# In the real void, the same map should appear at pos [x,y] and [x-1,y-1]. However, the script used here scanned upside-down and flipped, meaning the correct comparisons are between [x,y] and [x+1,y+1]
compare_map($array[$i][$j],$array[$i+1][$j+1]);
$iter++;
printf STDERR "iter %10.5f of %10.5f\n",$iter/1000000000000,$size**2/1000000000000 if $iter % 1000000 == 0;
}
}

sub compare_map
{
return if not defined $_[0] or not defined $_[1];
my @coords = @_;
$coords[0] =~ s/\[(.*)\]//;
my @coords1 = split /,/,$1;
$coords[1] =~ s/\[(.*)\]//;
my @coords2 = split /,/,$1;

$coords1[0] =~ s/....$//g; #keep only the first FFFx bit
$coords2[0] =~ s/....$//g; #keep only the first FFFx bit
$coords1[1] =~ s/....$//g; #keep only the first FFFx bit
$coords2[1] =~ s/....$//g; #keep only the first FFFx bit

if ($coords1[0] ne $coords2[0] or $coords1[1] ne $coords2[1])
{
printf "Not comparable: @_\n";
}
elsif ($coords[0] ne $coords[1])
{
printf "No repetition: @_\n";
}
else
{
printf "Repetition: @_\n";
}
}

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: SatoMew
Date: 2015-10-06 18:12:45

The map looks like it's probably big enough? I can't find any mention of it on Google or Youtube though. I do think it was discussed or at least mentioned on the HoO forum, so maybe someone with that backup can do a quick search?
(I'm not good enough at tweaking to test… though maybe what we need is a lua script to tweak for us :P )


Found this.

PROJECT FADS(revived)

Ok, so maybe FADS is the wrong name since whoever was the F is probably not going to be participating in this, I don't even know if Anthony is here still… Of course I'm here, but I'm the only active one. I'm unsure about Sweetgitcher though. That is a more of, "if you want to".

The purpose of Project FADS has changed very much over the course of the month from where it started to where it died (apparently). The original purpose was to look for Treeckovoid's SP HoO, until I accidentally stumbled upon my own real HoO going for Darkrai. As one of the project leaders, I decided that a real HoO was much more likely to lead to Arceus than what we all knew was unsavable, was.

The newly revived purpose of this thread is to find out what triggers this HoO.

To start, I believe einstein will be heading to the location and telling me if the HoO is there or not. If it is, I will have a list for both of us to compare our set flags, and whatever is on his list that isn't on mine, I will set, and check the location again.

If it isn't, then we will use the process of elimination. His list of flags (still comparing to my list) will add to mine and we will have fewer places that we will have to look.

The flag check list is as given:
Twinleaf Town
Route 201
Route 219-221
Sandgem Town
Route 202
Jubilife City
Route 218
Canalave City
Iron Island
Fullmoon Island
Newmoon Island
Route 203
Oreburgh City
Route 204
Floarama town
Floarama meadow
Fuego Ironworks
Valley Windworks
Route 205
Eterna Forest
Eterna City
Route 206-207
Wayward Cave
Route 211 + Mt. Coronet (Eterna-Celestic)
Route 216-217
Snowpoint City
Snowpoint Temple (definitely not in here, so don't worry about this location)
Mt. Coronet-Spear Pillar
Route 208
Hearthome City
Route 209
Solaceon Town
Route 210
Route 215
Veilstone City
Route 212-214
Pastoria City
Ruin Maniac Cave-Ruin Maniac Tunnel (doesn't matter which)
Shaymin Acquired (I bet this has happened all the time, so this doesn't matter)
Mesprit Freed
Cressalia Freed
Verity Lakefront
Acuity Lakefront
Valor Lakefront
Amity Square

Given all flags are set per area/event. This should definitely help, and looking back, it seems I managed to miss quite a bit.

The coordinates to the location are 63340 West, 64820 North. If that doesn't work, try the inverse. If that doesn't work, PM me.

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: vowel
Date: 2015-10-07 11:36:15
I've done some more testing with Cheryl, the npc that follows you in Eterna Forest. Going to the MZ south of Eterna Forest leaves Cheryl's shadow behind in that location, but it can still be talked to. This then triggers the normal talking-to-Cheryl routine. I'm assuming that the game is loading Cheryl's script from the OW matrix in this case, rather than that it carried over from her having walked from the Eterna Forest map to the MZ. If this is true, then we would need to tweak a HoO map directly next to Amity Square/Eterna Forest/where else are these guys found, and then we could use them to trigger the Arceus script.

This seems very much impossible, though :-X

I'm beginning to think Arceus might not be triggerable… (given that my original idea of starting the tweak from an npc-filled place, saving in the HoO once found, and then going back to the coordinates of that npc-filled place - which would then be at the HoO - did not turn out to preserve the original npcs after all, unlike pokesavving)

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: Krys3000
Date: 2015-11-22 08:44:01
Hello,

I am not sure how much HoO members have researched into the different Fake-Fake-(…)-Sinnohs to see which of them has the Newmoon Island in a correct location to XABB it and, maybe, get Darkrai. But that's something we did during our current Tweaking Trick project on the french website PRAMA Initiative, thanks to one of our members, Ankeraout, who designed very helpful lua scripts (self-tweaking, self-walking with invisible walls detection and bypassing, 10x speedhack, and lately a script that just allows anyone to reach any FS instantly).

[img]http://www.prama-initiative.com/phoebe-grid2.png[/img]
Ouest = West, Nord = North, Sud = South, Est = East. Obviously.

Now we are trying them "legit way" on different games. It appears so far all of the green FS allows to XABB the island. Each island has a (undetermined) probability to actually allow Darkrai encounter; or, XABB will lead you to a double black screen and then you will have to reset and try another way. We have indeed seen one FS can "work" while another can't in a same save file.

Of course, FFFFFFS are not realistic on real game cartridge, it would take hours, if not days, to reach it, and you always have a risk for a crash or an event that kicks you back to Sinnoh. But in the end, this gives at least 17 different ways to catch Darkrai through Tweaking Trick, each having a chance to work, or not, on any game. It's probably enough to ensure that at least one will work, unless you're very unlucky.

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: SatoMew
Date: 2015-11-24 12:58:30
Krys3000, since you mentioned Fake Sinnoh, I'm sure you'll be interested to know that Fake Johto and Kanto have been found as well ;)

https://www.youtube.com/watch?v=ZkbmqxZ1xd4

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: Krys3000
Date: 2015-11-24 14:51:04
Oh that's nice Sato, I wasn't aware of that. That same Ankeraout has tried to use WTW to progress in the void in other places a while back, but encountered freezes. It's great to have someone who actually did the job.

Unfortunately, this is impossible to do without WTW. It would be really great  ;D

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: JohnDragon
Date: 2015-12-24 21:54:48
Alright I am a neophyte at best when it comes to pokemon glitches, the tweaking and void travel glitch is the 2nd real glitch i've done, the first being the mew glitch.  I ran into an issue when trying to make a Darkrai run that wasn't save corrupting, but I've also noticed no mention of it anywhere, including the glitch wiki here.  idk if this is really the right place to post something about this, but I thought it may be useful so i'll just tell you what I got.

https://www.youtube.com/watch?v=YRKPj4tcybE

I was using this video to walk me through the void path to New moon Island in NWFS.  All was according to plan up to the first set of 63,500 steps west.  Due to some sloppy pedometer usage I don't have an exact # of steps but at about 15,000 steps in or so I suddenly hit a trigger for apparently visiting the Pokemon Center basement for the first time, which I had not done yet in my runthrough of the game.  I move the same number of spaces as I would if i was at the bottom of the stairs in the pokemon center: 3 north, 1 west.  After the event was complete (the event does still say it adds the pal pad to my bag) I continued omw.  I do the rest of the path to NWFS newmoon and I get to the save location in the video.  The game WILL NOT let me use the explorers kit, and I get the rowan warning message when I press y for my registered EK.  My thought was that I'm now permanently considered in a building since I triggered an event in the void that is supposed to happen indoors.  Btw i should mention I'm playing diamond, although I wouldn't think it would matter.

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: Krys3000
Date: 2015-12-26 15:14:10
First of all, why are you using the Explorakit? This is very dangerous, we only used to do that at the very beginning of tweaking. It's been years now we know about the XABB manoeuver. Once you reach the end, open the start menu (X) then any menu but the save menu (A) then leave it (B) and then leave the start menu (B). You will either:
- See your character standing in the black. Just save and reset and enjoy.
- See nothing but two black screens. That means you can't use this FS in your save file, reset and try another FS.

Now there's something else to be known: the XABB manoeuver, just as the Explorakit stuff before, cannot be done in the localization 'Mystery Zone' because the start menu cannot be opened there. The tricky thing is there is not many Fake-Sinnohs which appears to ALWAYS (= in every save file) have a good localization in Newmoon Island.

The proper FS that can be used for Darkrai are the following ones (Nord=North, Sud=South, Est=East, Ouest=West):
[img]http://www.prama-initiative.com/phoebe-gridoverall.png[/img]

- Red : FS that has never been shown to display an usable localization on Newmoon Island, on any save file.
- Green : FS that have been shown to display an usable localization on Newmoon Island on every save file.
- Light green : FS that have been shown to display an usable localization on Newmoon Island on every save file that at least has two badges.
- Orange : FS that have been shown to MIGHT have a usable localization on a given save file, but also might not. Name written in red = doesn't appear to work if the game is too advanced. Name written in green = does appear to work on every save file that is advanced enough (game ended).

Right now we consider the NW FS to be in the 'Jubilife' localization in every game with at least two badges. So the first thing we need to know is if you couldn't use the EK because you were in a Mystery Zone. If so, that would mean NW is actually Orange.

Then, if this is the case, try another FS.

North-North

From the standard 430 N thing:
- 446 E
- 64190 N
- 319 O
- 650 N. This is North's Newmoon. Place yourself here:
[img]http://www.prama-initiative.com/DPP/tweakingtrick9.png[/img]
- 65510 N
- Get to the entrance of Darkrai's Forest and do the XABB manoeuver.

South

From the standard 430 N thing:
- 414 S
- 1000 O
- 65821 S
- 1120 E
- Get to the entrance of Darkrai's Forest and do the XABB manoeuver.

To reach any other FS from those, you just have to walk 65535 steps in a wanted direction. As an example, from NW's Newmoon island, perform 65535 steps West to reach NWW's Newmoon Island.

My advice on FS selection is always to try those in order until you find one with a good localization (Jubilife is best) that does not get a double black screen after the XABB manoeuver:
- NW
- NN (unless your game is not really advanced) / S (unless your game is really advanced)
- NWW (high success rate) / EN (low success rate, but it's quicker)
- WSS (high success rate)
- WWWS (the only always usable FS, but incredibly long to reach)
- NNW (medium success rate, but who knows?)

Good luck!

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: JohnDragon
Date: 2015-12-30 13:09:31
welp, i guess i was just following an out of date guide xD I could have sworn when I went to NWFS (Ouest-Nord) on the chart that it was a jubilife area, but I could not open the menu or use explorers kit.  I have 7 badges, and well I've had some more silly things happen since my last post xD.  I flew back to the mainland to reset out of the void since I had saved at 400N.  I triggered the pokemon basement dialogue so that I would not have that interfere with my next run.  I then tried to make ANOTHER run.  I followed the instructions, and I was on my last 63,500 N to NWFS again.  I left my 3ds inputing an up command while i ran a quick errand.  When I got back, I had overshot but run into ANOTHER event trigger, this time the hall of fame, which of course teleported me to the actual hall of fame and had me beat the game with 7 badges.  I haven't bothered messing with another try yet since I haven't felt like taking 20 more minutes to tweak back into the void.  Now that I've thought about it, I think i followed the directions wrong on that first run because it actually took me a couple tries to get to newmoon because I tried to take the exact path in the video and came against a long wall in the mystery zone between WFS and NWFS(now that i think about it I maybe was suffering from a blackout?).  When I actually made it to new moon it is possible that I ended up in NNWFS (Nord-Nord-Ouest) due to me being absent minded.  I really appreciate the help tho, i think that might be the error xD

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: Krys3000
Date: 2015-12-31 05:18:11
A few monthes ago, someone from PRAMA reported me this modified NW FS path that avoids most known event-triggering zones, crash zones, and invisible walls. I don't know if that's what you follow, but if not it might be interesting for you:

- From the Poketch door, do the standard 1 S, 5 E, 430 N steps. XABB, then save/reset.
- 415 S
- 81 W
- 275 S
- 64552 W
- 82 N
- 780 W
- 65449 N
- Go in front of the forest's entrance on the island.
- XABB. If you see the player, save/reset, then XABB again. If you don't, try another FS :)

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: JohnDragon
Date: 2015-12-31 10:04:50
thanks!  I think that is the path I took that last time I just overshot a bit and there happened to be a hall of fame trigger, I'll try it out soon

Re: "Void Knowledge Archive, by the members of HallofOrigin"

Posted by: RedRaven
Date: 2016-02-21 04:04:28
Hey guys,

I have read your thread with very much interest. You have done an amazing job at mapping the void and trying to get this "script jam" by getting a script holder into what is "considered enough" as the HoO.

After re-reading through the most intense part of the thread, I have gathered a few things that must be noted:

a) it is not clear yet, by which mechanism setting only one of the 3-4 (x,y,z) triplets that exist in memory at a given time (like Pokesav does), succeeds in loading the script data but not the script holders. This must mean that they are on "different layers", as was pointed out before. Though a script was made to "map the void", we shouldn't forget that we only went so far as knowing the name of each void tile within a given (though pretty large) neighborhood.

b) this leads to the second point - did we determine by which exact mechanism a name (like "Jubilife", "veilstone" or other) is assigned to a map ID? I didn't go into the Spiky's map editor thing (I don't even have an emulator right now, just a few "real" games and hardware) but the complete table with map IDs, script files, and names, must be there, right? As the original idea from vowel was that we could find a fake, "broken" HoO where both the 232 script file and a script placeholder would exist, we shouldn't abandon that before having examined this table…

c) is there ANY region of the void where a triggerable event (other than the four "location-based" events like Hall of fame, Cynthia battle etc) was found? Or more generally, has anyone achieved finding a triggerable event holder that does a script it's not supposed to do (other than a broken script, i.e. freezing the game)? this "script import" is the key of this whole HoO research; the location of the real HoO (and its real duplicates) was a necessary step, but far from being enough.

Now, based on the requests I've seen, I've reused one of the only programs I've made in my limited programming experience, which is an ascii-to-bmp converter. By tweaking it a little bit (and debugging it for 4 hours because I'm really rusty at spotting out of bounds indexes, an un-accounted '\0' took me 3 hours to understand and find all by itself), I adapted it to the .txt file uploaded 2 pages before, containing the map IDs for the 8192x240 tiles North-West of 430N. So well, here are three 8192x240 px images showing what it looks like (I kept it in BMP so that there are no artifacts or data loss - hence the fat 5MB image files):

1) all data, from 0 to 65535, represented in grayscale from 0 to 255 (so, 255x data loss)
2) the same data, but zoomed in on 0 to 558 ("real" IDs), with everything above set to black. Here, we hence have only 2.1x data loss
3) map of all tiles with ID=3 (real Jubilife). No data loss here.

and here is a preview (jpg, real resolution) so you can see more easily. Click on it to make it fatter. It's not the exact data but it's very close, probably because jpg detected the 1x30 px periodicity (and the big black zones)

[img width=1400]http://i.imgur.com/5rPIiqB.jpg[/img]

As you can see, we can extract pretty much everything we want. Also, the 32x960 steps periodicity (1x30 tiles) is striking. And finally, there is a funny trend towards high map Ids, the further you get from the base point, 430N (which, let me remind it, is the lower right corner of the image).

I would love to have a larger dataset to see the big picture (pun intended). Processing this 50 MB file takes less than 1 sec, so there is still a big margin for larger files ;-)

My program is not yet in a very usable form, still a lot of tweaking for every change in input (I'm not a programmer originally…), but if it gets more organized at some point, I will post it!

So NOW, the idea with it, is to look at Spiky's map editor to see if any other map ID is associated with script file 232, by chance…then, we'll find where that is, go there, and see if any script triggers can be seen!

That's it folks, I'm going to sleep! Don't stop the effort, there are still many things we don't know about the Gen 4 engine! And thanks a bunch for everything you all did so far, it's really great!

EDIT: Now that I look at it and my eyes are not looking straight, I realize this thing looks so much like an autostereogram (wiki) - only, the flat, sweked kind!