Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - Princess Torchic ❤

Pages: [1] 2 3 ... 21
1
This is a way to get any wrong pocket TM/HM in non-English Gold/Silver, modified from a Pastebin. It assumes you have no key items before doing the glitch and is for early game use (just after you get to Goldenrod City).

I decided to give this its own thread because the method got hidden in another thread.

I feel it may be a little easier than the stack corruption method.

1. Get your bad clone. If you have access to an emulator, you can try a breakpoint method for BGB described in this article (note you must use box 4 and five Pokémon in the box for this). Testing on French, the breakpoint for de seems to be the same as the English version for French, German, Spanish, Italian versions, but I don't know for sure re: other non-French versions, and Japanese/Korean are likely to be different.

If you don't want to obtain a bad clone, then theoretically you can use the Hall of Fame SRAM glitch to get a bad clone (but both Sally and I didn't confirm it outside of English Gold). This is a tricky glitch as you must go through the entire game without saving. I don't know if obtaining any key items would mess things up too, but worst case scenario you can possibly trade a ????? from this glitch on to another game or try an international trade. Trading a ????? obtained from the English version's Coin Case glitch might be an option as well.

2. Put a Machop with Seismic Toss as move 1 in the party (learned at Level 19). I chose this over the Bellsprout method. Not sure if it's that harder though.
3. Stabilize your bad clone to get a ?????. Put this at the top of the party and the Machop after it.
4. Move a Pokémon above ????? to get 7 Pokémon.
5. Take the second Pokémon (a ????? that changed from 00 to FF I think) into the Day Care.
6. Deposit the first Pokémon. Machop should now be in the first slot after depositing it.
7. Deposit the second Pokémon. Machop should now be holding a Mystery Egg.
8. Keep depositing the first Pokémon and fix the party. Don't take Machop's item yet.
9. Clone Machop to obtain another Machop holding a Mystery Egg.
10. Take both Mystery Eggs. The key items should now just contain two Mystery Egg stacks.
11. Don't swap them yet, and have in the Balls pocket exactly: Great Ball x1, Poké Ball x2.
12. Swap the two Mystery Eggs. You should now have Master Ball x5 and Ultra Ball x255.
13. Toss from the Ultra Ball stack to equal the TM/HM (which will be forced in the Balls pocket) ID you desire. For example, tossing 47 to get 208 will give TM17, an arbitrary code execution item.
14. Swap the Master Ball x5 with the Ultra Ball x(amount)
15. Deposit a Mystery Egg you should have, and then withdraw it again.

This will result in you have the item you desire in slot 1. It doesn't just work with TMs/HMs, for example you can obtain a wrong pocket Rare Candy (quantity of 32) that likely has infinite use instead. However it's a good idea to get arbitrary code execution set up first, and then you can use box names to obtain other wrong pocket items like HM01.

Let me know if you have any questions. :)
2
In Pokémon Red (and Blue, confirmed this to be extra sure both it is unterminated and has the effect in the next paragraph), when glitch item hex:77 is used in battle it will usually result in the TMTRAINER effect. This is expected because the glitch item has an unterminated name.

However, if a 0x50 sub-tile is present in the battle screen data earlier than usual (possible with GameShark code 0150A0C3, OAM DMA hijacking might work though) then you can get a luck dependent corruption effect that goes E4 35 00 35 in the SRAM (unbanked/SRAM bank 0 after further analysis) and repeats. For some reason as well, there will be a black bar 'r corruption pattern on the screen and freeze.

Want to have a go at analyzing this TheZZAZZGlitch please?

3
Video Games/Glitches Discussion / Favourite Super Smash Bros. game?
« on: December 08, 2017, 05:07:07 am »
What are our favourite Super Smash Bros. games and how would we rank them best to worse?

Mine go like this:

1. Super Smash Bros. Melee
2. Super Smash Bros. for Nintendo 3DS
3. Super Smash Bros. for Wii U (I know there's a lot of things to do but have got the most pleasure out of the smaller 3DS version)
4. Super Smash Bros. (Nintendo 64)
5. Super Smash Bros. Brawl

Although my favourite game in terms of how it feels is Melee, I really love how Smash 4 has so many characters, music, stages, Assist Trophies, items and so on.
4
Project "Gotta Document 'Em All" / StatDex?
« on: December 08, 2017, 04:25:22 am »
Using a Game Genie code (which acts as essentially a temporary ROM patch), could we investigate the names and relevant addresses related to glitch stats? (Invalid stats other than Attack, Defense, Speed, Special)

Not too long ago TheZZAZZGlitch did research on one of the glitch stats. He found that in Yellow, the hex:4E glitch stat can be lowered by using glitch move TM47, and that this affects address 0xCD7C.

I'll look into this if I find the time after ItemDex and AttackDex are done, but a little help is certainly welcome and is much appreciated. :)
5
The Dumpster Out Back / Re: Net Neutrality
« on: December 08, 2017, 03:20:11 am »
I support this.

I feel what goes on in the Internet and Web should not be controlled by the state.
Accepting net neutrality regulations is literally ceding control of the internet to the state.

I'm aware of this. Thanks though. I mean to say that I support Epsilon's reasoning.

(Sorry, I was unclear in my wording.)
6
Generation II Glitch Discussion / Nickname outsider Pokémon and Eggs
« on: November 02, 2017, 03:26:07 pm »
Wrong pocket HM01 (hex:F3) in many versions of Pokémon Gold allows you to nickname a party Pokémon.

Sadly this freezes the game on English, Spanish and Italian versions but works on French, German (although I'm unsure if my ROM is a bad dump, "Gold" with both uppercase "G" and lowercase other characters is a default name) and Korean Gold. In Japanese Gold the wrong pocket HM01 appears to have a different effect and seemingly 'nothing happens'.

I noticed I was able to use this to nickname an Egg. When the Egg was in the last slot of the party, I was able to nickname it. If I didn't view the summary of the Egg, its species (Togepi) would be revealed on the nickname screen, while if I viewed its summary beforehand it would be named Oeuf (Egg).





I wonder how this would work in an expanded party? Would you be able to change the nickname of Pokémon beyond slot 6, hence modifying an unrelated memory address? Also this seems to work for nicknaming outsider Pokémon which is really useful alone.
7
Today all of the articles in the GlitchDex for Generations I and II have been updated and completely re-structured to have proper MediaWiki formatting.

In addition, we have included various obscure technical details about these glitch Pokémon for you to enjoy. :)

This does not mean the English GlitchDex is entirely complete, as we still have to create a database for glitch palette attribute bytes and input the data, and there are bound to be errors and omissions elsewhere.

I will begin work from now on finishing the AttackDex and ItemDex, starting with the ItemDex. As always any help no matter how small is certainly welcome.
8
I created these for the Quagsire holding a TM02 with Return as first move setup for arbitrary code execution in English Gold/Silver. :) Let me know if you have any difficulties with them and I'll try to help.

Change Pokémon 1 codes:

Pokérus:

Ap0'd'vK55
é'm2p0955
éA455555
55555555
5555555p
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Shiny:

Ap0'd'vR55
é'm2pp045
éA4p0'd'vQ
é?2p0k55
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Max DVs:

Ap0'd'vR55
é'm2p0955
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Dark max Hidden Power:
Atk Def 15 15

Ap0'd'vR55
é'm2pp095
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Dragon max Hidden Power:
Atk Def 15 14

Ap0'd'vR55
é'm2pp085
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Ice max Hidden Power:
Atk Def 15 13

Ap0'd'vR55
é'm2pp075
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Psychic max Hidden Power:
Atk Def 15 12

Ap0'd'vR55
é'm2pp065
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Electric max Hidden Power:
Atk Def 14 15

Ap0'd'vR55
é'm2pp0(male)5
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Grass max Hidden Power:
Atk Def 14 14

Ap0'd'vR55
é'm2p0é'v6
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Water max Hidden Power:
Atk Def 14 13

Ap0'd'vR55
é'm2p0é'v7
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Fire max Hidden Power:
Atk Def 14 12

Ap0'd'vR55
é'm2p0é'v8
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Steel max Hidden Power:
Atk Def 13 15

Ap0'd'vR55
é'm2p0'v'v1
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555


Ghost max Hidden Power:
Atk Def 13 14

Ap0'd'vR55
é'm2p0'v'v2
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555


Bug max Hidden Power:
Atk Def 13 13

Ap0'd'vR55
é'm2p0'v'v3
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Rock max Hidden Power:
Atk Def 13 12

Ap0'd'vR55
é'm2p0'v'v4
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Ground max Hidden Power:
Atk Def 12 15

Ap0'd'vR55
é'm2p0z'vé
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Poison max Hidden Power:
Atk Def 12 14

Ap0'd'vR55
é'm2p0u'v?
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555


Flying max Hidden Power:
Atk Def 12 13

Ap0'd'vR55
é'm2p0u'v!
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Fighting max Hidden Power:
Atk Def 12 12

Ap0'd'vR55
é'm2p0u'v.
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Change Pokémon 5 codes:

First use:

[REQUIRED code by FMK] One-off code so all future codes don't need the 'return to game' code:
Box 1 : Ap0w'vA55    (XOR A; OR b6; SUB 0x80)
Box 2 : é'm2p'v7'v'd (LD [d2f8], A; XOR A; SUB fd; SUB d0)
Box 3 : éA355555     (LD [80f9], A)
Box 4+: 55555555     (Safe filler code)
Box 13: 5555péD9     (XOR A; LD [83ff], A)
Box 14: 'l'lA'lx'd55 (POP DE; POP DE; INC SP; POP DE; OR A; RET NC)

Next you can use:

Max out stat experience, give experience for Level 100 after battle:

The old code had an error.

I made a new code that will modify Pokémon 5's experience.


Box 1: Ap0x'v955  (multiply small x from the uppercase field only)
Box 2: e'm2p0955
Box 3: éA455555
Box 4-Box 12 (or possibly just box up to all of box 6 in your case): 55555555

Spamviech has also offered an alternative solution.

Just tried this code (well, a variant for usage with wrong pocket TM execution) and the experience is not granted.
Reason is probably that the . character is not 0xf2, but instead 0xe8 (different dot character, only looks the same). Therefore, instead of maximizing Exp gained we are corrupting the SpDef stat of Pokémon 4 (harmless; can be fixed by depositing and re-withdrawing).

Adjusted version that should work; TM variant:
Code: [Select]
Box 1: Ap0(mult)'v955
Box 2: é3209é14
Box 3: é24é3455
Box 4: é44é5455
Box 5: é64é7455
Box 6: é84é0455
Box 7: é♀4éé4x'd
Coin Case Variant (untested):
Code: [Select]
Box 1: Ap0(mult)'v955
Box 2: é3209é14
Box 3: é24é3455
Box 4: é44é5455
Box 5: é64é74'l'l
Box 6: é84é04'l'l
Box 7: é♀4éé455
Box 8: péZ(mult)x'd

All TMs/HMs:

Requires above one-off code:

Box 1: Ap'vCé025
Box 2: 'vj'vué♀25
Box 3: 'v.é32p'v9r
Box 4: é22pé425
Box 5: 'vué62'v 5 (there is a space after the 'v and before the 5)
Box 6: é52'v:é72
Box 7: 55♀55555
Box 8-12: 55555555
Box 13, 14: Same as before, don't change them.
9
Pokémon Gold and Silver come out for 3DS Virtual Console on September 22, and as of now in Japan, Australia and New Zealand are already available to download.

Discuss glitches here.

Does the Coin Case glitch work? I'm waiting until the game comes out in Europe and will try it if the answer hasn't been found before.

10
It looks like an interesting new arbitrary code execution has been discovered, which with luck manipulation might be the fastest (and A-pressless) method so far. I don't know who discovered it though.

This method involves death-warping at the final Bug-Catcher in Viridian Forest. If you then return to the forest without pressing Start, it will trigger a battle with the Bug-Catcher again and activate meta-map script 06 (D618=06). Defeating him will trigger yet another battle, but if you win this one you're free to walk around with glitch script initiation active.


Then for some reason if you proceed to mash A in front of and defeat this Bug-Catcher;



The game will execute F8FF in Echo RAM, which falls through to F9AC (D9AC); a copy of your player's name. Then if your player's name is mMna.♀tF (ac e2 a0 f2 f5 b3 85 50), with some specific other requirements it is yet another way of entering the Hall of Fame.

I only just found out about this method today, but there is more information about this glitch in this document:
https://docs.google.com/document/d/1l10apKvZgTeOSEKeuhgHVGC73z9-f2FTkuUKHZaPVEA/edit

If we can modify this glitch for non-speedrunning purposes perhaps it could be useful for those wanting to do other things or obtain the expanded items pack without MissingNo.

Video by entrpntr:
https://www.youtube.com/watch?v=rhvyKspOsoo
11
I found out today that it's possible to manipulate the Day Care Pokémon from ????? party overloading. Specifically withdrawing a 24th Pokémon will modify the species of the stored Pokémon by the Day Care Lady (DC90 in Gold/Silver) based on the ninth character of the nickname of the Pokémon you withdraw. According to the Pokémon Crystal disassembly's WRAM map, the roamer data isn't far away from here.

Crystal:

wRoamMon1:: roam_struct wRoamMon1 ; dfcf
wRoamMon2:: roam_struct wRoamMon2 ; dfd6
wRoamMon3:: roam_struct wRoamMon3 ; dfdd


Is it therefore possible to create a custom roamer Pokémon? Perhaps it could even be a glitch Pokémon, which would be (one of, perhaps a battle could be triggered without cheating by an out of bounds Glitch City too) the only way(s) of encountering a glitch Pokémon in the wild without arbitrary code execution.

What is the roaming Pokémon structure like?

Wonder if anyone has any input on this. Thanks in advance!

Edit: It seems to have a structure like this.

(Species one byte) (Level one byte) (Location; two bytes) (Unknown three bytes)

Edit 2: Gold/Silver roamer addresses seem to start at DD1A.
12
A while ago now I picked up this interesting Japanese game called Monster Race (もんすたあ★レース) in which you collect and race with monsters.

It turns out saving twice in that game (or even once) on both BGB(!) and VBA may cause a 'glitch' that creates a Glitch City and allows you to skip parts of the game, but I haven't been able to get that to work on a real Game Boy Advance SP or a physical Super Game Boy.



Ryuto138 has a TAS video that exploits the error to complete the game quickly.

https://www.youtube.com/watch?v=xJ9RqF8KGV4
13
In Gold/Silver I have a party of 29 Pokémon I got from ????? party overloading. When I entered a battle I noticed something rather interesting:

Memory addresses near D0ED (the opposing Pokémon) including D0ED were replaced with values 0x31-0x33!



These are the same values in wild appeared corruption from Generation I, which TheZZAZZGlitch explains here.

Note though that in Generation I you could trigger it with 0 Pokémon. You can't do that in Generation II due to an error handler that makes sure the battle doesn't start. Furthermore in Generation I you needed 239 or more Pokémon (or 0 Pokémon) to corrupt the enemy Pokémon. Here in Generation II it seems like you can corrupt this with a lot less Pokémon.

Upon throwing a Master Ball the enemy Pokémon turned out to be a Dugtrio. At one point it appeared as a Dugtrio with Venomoth's sprite strangely, which I suspect may be because I think the battle addresses have two species bytes as well (and 0x31 Venomoth is one of the possible bytes).



I wonder what else you can corrupt with this and also if the FF terminator at the top only thing (international dokokashira door glitch) is in Generation II.
14
This is a way to beat Pokémon Yellow in 0x A-presses using an external device, and a theory on how to beat Pokémon Yellow with no A-presses without any external device.

1. Use cart-swap arbitrary code execution and OAM DMA hijacking to change C57E to 87. After "Game Freak" appears, the game should jump right into a file as if Continue or New Game was chosen.
2. Have other addresses manipulated at the same time to trigger the Hall of Fame script.

;as such:

D164: FF ('good' party to avoid many glitch Pokémon entries)
D36D: 1D D3 (map script is in inventory)

@D31D:
0E 16 26 64 2E 56 41 CD 84 3E C9

3. Mash B.
4. Congratulations, you just won Pokémon Yellow with no A-presses!

Maybe as well you could run the credits without having to press anything if we just use a different address to run at D31D.

Technically you need to press buttons on another game to set this up of course, but that's probably as far as we'll go without ROM hacking/physical hijacking of the game.

You can also use a GameShark and enter the following codes:

01FF64D1
01C927D3
013E26D3
018425D3
01CD24D3
014123D3
015622D3
012E21D3
016420D3
01261FD3
01161ED3
010E1DD3
01D36ED3
011D6DD3
01877EC5

Hope TheZZAZZGlitch likes this if he sees it. :)
15
I spoke with Abwayax yesterday about our dex extension, and due to persisting errors we decided to disable it. This has for a second time broken all of the dex pages that aren't already converted. However fortunately the data is still there other than base stats, which are relatively easy to find if you have the ROM and a hex editor (see this article by Stag019) and are also mainly documented on Bulbapedia.

Due to computer addiction however I've allocated a maximum of 5 hours each on Mondays and Thursdays to fill out Generation I glitch Pokémon data in the format below (the rest of the days are for my other projects (YouTube and Starfy 1 translation project) also with a five hour cap):

http://glitchcity.info/wiki/User:Torchickens/Sample_RBY_glitch_Pok%C3%A9mon

Even with this however, finishing the GlitchDex will likely still take a few weeks.

For this reason I'm asking whether if anybody like to team up and split the work please? :)

Here is an article that is already finished for further reference:

http://glitchcity.info/wiki/GlitchDex/Y:000

If you'd also want to work on the AttackDex or ItemDex and the newer TypeDex, UnownDex (e.g. wikifying and tidying individual move, item articles, adding more articles, finishing a front page with excel to wiki), I'd also be very grateful, I've wanted to get these finished as a priority before adding new glitch pages. Thanks in advance!
Pages: [1] 2 3 ... 21