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.

Video Game Glitches Discussion

Keitai Denjuu Telefang glitches - Page 1

Keitai Denjuu Telefang glitches

Posted by: Blaziken257
Date: 2011-11-05 20:02:07
As this forum seems to have quite a few Telefang fans, I thought people would be interested in knowing a few glitches that Telefang has. Please note that even though the bootleg versions "Pokémon Diamond and Jade" are infamous, and have plenty of glitches that the original games don't, only glitches that exist in the authentic versions will be mentioned in this post. Oh yeah, there are a few Telefang 2 glitches as well.

[size=14pt]Telefang 1 glitches[/size]

[size=12pt]Manner Mode music glitch[/size]

This glitch will prevent the music from properly changing when going from one acre to another, even if the acres have different music.

How to perform:
- Make sure you're outside somewhere, and near a location that has different music (e.g. Palm Sea).
- While on the map, press Select to open the menu.
- Go to Options ().
- Turn Manner Mode () (in the bootleg, this is called "magic") on in the Options screen. This will silence the ringtone whenever the phone rings.
- Exit the menu and return to the game.
- Wait for the phone to ring. It makes no difference whether you answer the phone or not.
- After this, you'll notice that the music doesn't change when going to another area (for example, going from Iris to Palm Sea). This glitch will persist until you enter a building or cave.
- If you enter a battle, view the map, or go to the menu screen, the music will update according to the current location you are in (for example, if you are in Palm Sea and the music is that of Iris, the music will change to Palm Sea). However, the glitch will still persist, which can be seen by going to some other place.

[size=12pt]D-Shot lag glitch[/size]

**WARNING: Can corrupt data!!**

Note: I do not fully understand this glitch. The YouTube user lunjesse knows this glitch far better than I do. To my knowledge, when a Denjuu calls you on the map and you answer it six frames (I think) after the phone first rings, apparently the game lags severely and can cause any of these effects:

- Sprites disappearing. Can be seen here.
- Buggy warping. In certain cases, Shigeki's sprite will teleport to a door. When this happens, the game thinks that you are in the location that the door takes you (e.g. inside a house), but the graphics/tiles do not refresh properly, so it appears as though you're still in the location before warping (e.g. outside). This can be exploited to go to areas that you shouldn't go. Can be seen in this TAS, at 5:10. In this case, the player is taking advantage of the fact that the all the houses in the game (as well as marts) are actually grouped together in one large map (see this image), but the houses are separated by walls, so going from one house to another is normally impossible. But with the glitch, he goes north one acre to a different house, which warps you to a different location entirely.
- Data corruption, which can be seen here
- Sound corruption, which can be seen here.
- Maybe others, but if there are, I don't know them.

[size=12pt]Skip some required T-Fangers[/size]

In some areas of the game, there are T-Fangers that you are normally required to fight. However, a few T-Fangers run back and forth, such as in Northeast Cavern (in Kurinon Village), or Pepperi Mountains. Since the game does not remember where the sprites were upon turning the game off, you can skip past them by moving near them, saving, then turning the game off and back on. This can be seen in this TAS from around 6:55 to 7:08.

[size=12pt]Mow the grass[/size]

Minor glitch discovered by Sanky. If you move a heavy box (you must have gained the ability to move objects) onto light terrain, it will become grass once you move it out of the light terrain. Can be seen here.

[size=12pt]Personality glitches[/size]

There are a lot of glitches related to personality, which is why I'm grouping them together.

[size=10pt]Force a Denjuu to misbehave[/size]

Sorry, I couldn't find a better name for this glitch. But it's simple to do. Just get a Denjuu with any one of these personalities:
[img]http://i44.tinypic.com/9lhdfm.png[/img] Selfish (まま)
[img]http://oi40.tinypic.com/35k3doz.png[/img] Very Selfish (ちまま)
[img]http://i41.tinypic.com/jrwmma.png[/img] Short-Tempered (ぼ)
[img]http://i41.tinypic.com/1jn3lv.png[/img] Very Short-Tempered (ちぼ)

In Power Version, the starting Crypto has the Short-Tempered personality, so it is easy to do the glitch with him.

Next, enter a battle with the Denjuu. Then, press A and B over and over (this selects "Fight" then backs out). Eventually, the Denjuu will misbehave. This is because every time the game goes to the Fight/Escape screen, there's a chance the Denjuu will misbehave. This was only meant to happen at the beginning of a turn, but the game goes to the same screen when pressing B, so it can happen there too.

[size=10pt]Personality probability glitch[/size]

There's a glitch where a wild Denjuu has a 14% (36/256 to be exact) chance of having a [img]http://oi43.tinypic.com/smaluv.png[/img] Carefree (のび) personality, and only an 8% (20/256) chance of having any other personality. (See this page.) This is because the game uses a random 8-bit number (0-255) for generating random events. However, the problem here is that if the random number comes up as 240-255, the game picks the "default" carefree personality, because the programmers never defined what would happen. If you know assembly code, see this thread and scroll down to the Wild Denjuu Personality part; the glitch is obvious when looking at the code.

[size=10pt]FD past 100[/size]

Each Denjuu has an "FD" value (I know that the F stands for friend, but I forget what D stands for, I think it's some Japanese word), which is a bit similar to happiness in Pokémon. The higher a Denjuu's FD, the greater the chance that the Denjuu will behave (how it will misbehave depends on its personality). In normal cases, the value is never meant to exceed 100 no matter what. When a Denjuu calls you and asks you questions, and you answer them properly, the FD is supposed to go up. However, if the FD is high enough, this can cause the FD to exceed 100. The programmers apparently forgot to ensure that the FD would not exceed 100 in this case. (UPDATE: It turns out there is a check for this, but it doesn't work properly – it only checks if the FD exceeds 255, not 100! (source)) In other cases that cause the FD to increase (e.g. winning battles), this glitch does not occur.

[size=10pt]Frequently misbehaving Denjuu[/size]

And this is what happens when the Denjuu's FD can exceed 100. Due to the formulas used to calculate the probability that a Denjuu will misbehave, if an FD is past 100, it can make a Denjuu misbehave almost all the time. Specifically, for the following personalities:

Late to arrive:
[img]http://i43.tinypic.com/smaluv.png[/img] Carefree (のび)
[img]http://i41.tinypic.com/10mmt92.png[/img] Very Carefree (ちのび)
[img]http://i44.tinypic.com/t0kymt.png[/img] Absent-Minded (ての)
[img]http://i44.tinypic.com/23s6xpj.png[/img] Very Absent-Minded (ちての)

Prone to run away:
[img]http://i39.tinypic.com/ruz33o.png[/img] Cowardly (くび)
[img]http://i42.tinypic.com/2rnhu1s.png[/img] Very Cowardly (ちくび)

Attacking on its own:
[img]http://i41.tinypic.com/jrwmma.png[/img] Short-Tempered (ぼ)
[img]http://i41.tinypic.com/1jn3lv.png[/img] Very Short-Tempered (ちぼ)

The probability of behaving is: (FD*2+55)/256. So when FD = 1, the probability of behaving is 57/256 = 22%, and for FD = 100, it's 255/256 = 99.6% (yes, there's a 99.6% glitch, just like in Pokémon. Two glitches in one!).

For these personalities:

Refusing to attack:
[img]http://i44.tinypic.com/9lhdfm.png[/img] Selfish (まま)
[img]http://oi40.tinypic.com/35k3doz.png[/img] Very Selfish (ちまま)

The probability of behaving is: (FD+155)/256. So when FD = 1, the probability of behaving is 156/256 = 61%, and for FD = 100, it's, again, 255/256 = 99.6%.

The problem in both these cases is that the numerators are both 8-bit numbers. So, if the FD exceeds 100 (due to the above glitch) in both these cases, the numerator will be a very low number, causing the Denjuu to misbehave almost all the time. That's a huge problem! If you have a Denjuu with an FD above 100, you can bring it back down by making it lose battles (this cuts it in half), or hoping it will call, where you can give it bad answers to questions (this typically lowers the FD by a few points, which may just be enough).

Note: I also made a thread about this here

[size=14pt]Telefang 2 glitches[/size]

[size=12pt]Skip the guards[/size]

This glitch is not fully understood (someone please clarify this). But apparently by entering certain houses, the guards at the start of the game move out of the way when they shouldn't. Video here.

[size=12pt]Skip the first dungeon[/size]

There's a part where guards block your path until you beat the first dungeon. However, if you go near them, you can bypass them by saving repeatedly and restarting the game. Each time you do this, you can move a little bit until you eventually get past them.

Can be seen here starting at around 4:17.




If anybody has more glitches that I missed, post them here! It can be from any Telefang game, including the infamous bootlegs… And yes, I'm sure I missed some.

Thanks to:

- lunjesse for discovering the D-Shot lag glitch, the T-Fanger skip glitch, and the two glitches in Telefang 2.
- Sanky for discovering the grass mowing glitch.
- Kimbles and rfssica for discovering the glitch to get the FD past 100.
- RacieB for translating the personality names.
- andwhyisit for discovering that the game implements a check for FD during phone calls, but it wasn't implemented correctly.