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Messages - Torchickens

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Maybe I could try after I finally finish Poke`mon Yellow? I do believe that the previous wiki entries were messy. However those red and blue colours hurt my eyes. Maybe replace them? The red could be FFC0C0 instead of FF0000, and the blue could be C0C0FF instead of 0000FF? Or maybe they could be averaged towards grey instead of getting lighter. Yellow and green are fine imho.

I don't know, the latter half of that paragraph was kind of nitpicky and off-topic.

Hmm, FFC0C0 is a pink, which doesn't really suit the template, but that shade of blue is nice. I changed the red to D5111B and the blue to your shade of blue. How does it look now?

Maybe I could try after I finally finish Poke`mon Yellow?

Thanks! Do you mean the research document you made? I think I already gathered most of the data except for the name bytes and palette attribute data and added them to the non-wikified articles so that may save you time. :)
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):

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:

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!
tried to clone a pokemon in crystal but when i tried to open up the pc box the screen turns white and the game locks up

Hmm, I know sometimes when the game locks up and you have a bad clone in the box the freeze can be avoided by performing certain actions.

The freezes could be due to the game printing the ? marks (freeze avoidable, may only happen in Crystal), or 0 maximum HP (freeze unavoidable).

Unfortunately I don't know of specifics but try saving and resetting, doing it at Pokémon Centers in different locations, using items to get the unusable message before opening the box, going to toss an item in the bag but not tossing it, saving and resetting, etc.

Hope that helps.
im wondering does trading a bad clone you made with coin case ace work as a method of getting a bad clone in crystal

You might be able to trade a stable ????? to Crystal yes. In the past I've been able to trade those, and curiously they may add to the number of Pokémon in the Pokédex like if you hatched them.

Normally bad clones begin as unstable hybrids (hence are possibly untradeable), but stabilized ones or stable ????? obtained directly aren't unstable hybrids.
but if they do a Celebi event just like mew there won't be a way to change its id and ot so it transfers on non english versions

Fortunately like Krys3000 said wrong pocket TM code execution (or likely glitch Pokédex category ACE) works fine on non-English versions (however I haven't tested every version). Setting it up however requires the duplicate key items glitch, ????? status corruption, or another arbitrary code method.

Move 00/type D0 code execution works on English Gold/Silver but I don't know the details on whether it works (or if a similar move ACE works) on non-English versions.

Bad clone ACE (also known as unterminated name Pokémon ACE) only works for Crystal sadly, like forsyz said and I've only tested it on English Crystal.
I've been looking online for glitch discussions in the Japanese Pokémon glitch community to see if there have been any new discoveries, and I found this:

According to the article, using the Bug-Catching Contest data copy glitch, we should be able to obtain a ????? by exploiting the glitch when you have never had any Pokémon in slot 6.

This is significant because obtaining a bad clone without Pokémon Stadium 2 can be very difficult, and soon Pocket Monsters Kin/Gin (the Japanese Gold/Silver) will be released on 3DS eShop in Japan, making this method an ideal way of potentially obtaining Celebi without the duplicate key items glitch (which outside of this or bad clone glitch would require a trade with Generation I).

I've been thinking the method to do this then could potentially be relatively easy, similar to the recently discovered way to get Celebi on English Gold/Silver with mainly just box names that eliminates the need of a complicated box item setup (hopefully this will work the same on the upcoming VC releases and I plan on testing it).

I would love to help the Japanese community get Celebi on the 3DS eShop version and if I get a legitimate Korean Gold/Silver cartridge or buy a Korean 3DS and purchase one of those, I may look into the easiest way to do it there as well.

This way of obtaining ????? in Japanese Gold/Silver isn't a new find, as Chain Sword documented in December 2014 how to get a ????? 00 using the Bug-Catching Contest data copy glitch in a video. It's very likely as well that Japanese players knew about this before then.


We already know with a ????? 00 or FF that this is a gateway to ????? party overloading, which we can use for the party-based variation of the Celebi glitch.

We can't obtain a Sneasel with Beat Up early in the game (at least without shifting the experience, etc.), but we could trade one on to the game that obtained the ?????. In theory as well, we can probably adjust the glitch to work with total experience's least significant byte (6 more bytes from move 3), so that a total experience of 251 could be shifted into the second species byte; the one that is used for the Pokémon you get when you take it into the Day Care and out again.

Since an Egg can't normally have 251 experience, either some more work would have to be done for the total experience method to hatch a Celebi that registers in the Pokédex, or we would be left with a Celebi that isn't registered in the Pokédex.

Going deeper, if we can get ????? 00 this way we may also be able to set up the duplicate key items glitch and perform arbitrary code execution with wrong pocket TM/HMs or glitch Pokédex categories (by messing around with items in the expanded balls pocket; where stored items can be found, including TMs) to do whatever we want with box names, such as getting a Shiny Celebi that registers in the Pokédex. It would require some precise counting like in Japanese Crystal but is worth it.

Setting that up may be easier if it is possible for ????? 00 or FF to corrupt the inventory with ????? map corruption (Paco81 call this Missingning) in Japanese Gold/Silver as well.
Emulation & ROM Hacking / Re: Emulating the Mobile Adapter GB
« on: August 13, 2017, 06:06:05 am »
I have some design plans for a server and client, but haven’t implemented anything. I might start on that this week, although I’m torn on whether to do that first or decipher the Battle Tower system.

I'd personally love to see a server and client even if it doesn't support the Battle Tower first. :) Though it may be a good idea to make sure the Battle Tower system works first, if online battles/trades work sooner rather than later then it's really exciting and doing a few test battles could be fun, you could release it in a video for people to use, and you could always incorporate the Battle Tower functionality later for a later release.

On the other hand it may be fun to learn how the Battle Tower works.

Up to you of course though, I would feel torn as well.
Thank you so much for your thorough explanation, that's really helpful!

Playing around with ACE is so exciting, but trying to understand what I was actually doing got confusing real quick. I feel like you just opened up a whole new layer of possibilities. Thank you again for taking the time to explain it all in such detail. You're amazing!

Aww thanks. You're very welcome! :)

Yeah the first time I learned about arbitrary code execution (which was only for Japanese versions then) it seemed alien to me as well. I feel once you think it's like a database with the bytes themselves (from items in this case) representing the code it becomes more familiar. This page is also useful for learning how to program in Game Boy ASM when used in combination with this.
Emulation & ROM Hacking / Re: Pokemon Crystal version korean translation
« on: August 07, 2017, 05:15:57 am »
That is awesome! Unfortunately I don't know how I can help :( but good luck with your project. I think I may have seen your Pokémon Yellow fan translation before in one of SM's videos.
I'm having some trouble trying to turn Pokémon shiny using ACE in the Virtual Console version of Yellow and would appreciate any help you can give.

Up until the point of trying to turn a Pokémon shiny I've been following this guide:

It's been working well and I'm able to use the codes mentioned in that guide (which takes its information from this site), but I've hit a wall trying to turn my Mew shiny. I've tried several codes that are floating around and none of them worked.

Thankfully the codes didn't wipe my save but I've run out of things to try. I did try the search function to look through the forums but didn't find anything specifically about turning Pokémon shiny. I know the DV's need to be 10 for Attack, Special and Speed, as well as 2, 3, 6, 7, 10, 11, 14 or 15 for Defense for a Pokémon to be shiny after being transferred to Sun or Moon, I just have no idea how to accomplish that. Any help would be greatly appreciated.

I'm using the English version of Pokémon Yellow on Virtual Console.

I have the 'ws# #m#' item and the following 11 Pokémon set up in my box: 233 HP Seel ,Parasect, Growlithe, Magikarp, Psyduck, Flareon, Tentacool, Female Nidoran, and three other Pokémon.

Hi Lumi,

I think for editing I personally recommend setting up the reusable RAM writer (pseudo-GameShark). This way you can write any address to RAM, WRAM you want.

The reusable RAM writer is as such from item 3:

Lemonade x(xx)
Carbos x(yy)
X Accuracy x(zz)
Poké Ball x119
Carbos x211
Lemonade x0
X Accuracy x35 (x34 in Yellow)
Poké Ball x34
HP Up x34
HP Up x34
TM01 x0

The Lemonade (xx) represents the value. The Carbos (yy) is the first byte of the address, and the X Accuracy (zz) is the second byte of the address. Many addresses can be found here and here. When you use this code, the quantities of xx, yy and zz reset back to 0 (or 256), allowing you to make any edit you want again and again.

For making a Pokémon Shiny, as you said originally it was supposed to be 10 in Speed, Defense, Special and 2, 3, 6, 7, 10, 11, 14 or 15 in Attack. Pokémon Bank changed it for unknown reasons to be 10 in Speed, Attack, Special and 2, 3, 6, 7, 10, 11, 14 or 15 in Defense.

The addresses in question are two of the DV bytes. Attack/Defense IV and Speed/Special IV. For Pokémon 1 these are D186 and D187 respectively, which in Yellow are -1 of the original (as is the case with many memory addresses in Yellow), so are D185 and D186.

Now, the values we need are represented by one nybble (digit) of the byte; upper-most nybble first, and are AF (Attack=10 [A], Defense=15 [F]) and  AA (Speed=10 [A], Special=10 [A]).

This means the first edit we need to do is Lemonade x 175 [AF], Carbos x 209 [D1], X Accuracy x 133 [85], which will apply the Attack/Defense DVs to party Pokémon 1.

The second edit we need to do is Lemonade x 170 [AA], Carbos x 209 [D1], X Accuracy x 134 [86], which will apply the Speed/Special DVs the party Pokémon 1.

If you ever want to convert hexadecimal into decimal yourself, Windows Calculator on programmer mode is a great tool.

I don't know if Pokémon Bank 'fixed' the DV thing and Bulbapedia doesn't say it has, but in case it did the bytes would instead be FA and AA, which would be Lemonade x 250 [FA], Carbos x 209 [D1], X Accuracy x 133 [85] and Lemonade x 170 [AA], Carbos x 209 [D1], X Accuracy x 134 [86].

I hope this helps and good luck! :)
Emulation & ROM Hacking / Re: Emulating the Mobile Adapter GB
« on: August 06, 2017, 08:47:54 am »
I looked at the code, the emulation there is incomplete, and seems only there to get Mobile Trainer to work.

I see, thanks.  :) That's a shame. :/

A little later I found a Windows download link on the Emu Gen wiki, but I still don't know how to get Mobile Trainer to work on it.
Emulation & ROM Hacking / Re: Emulating the Mobile Adapter GB
« on: August 06, 2017, 06:57:12 am »
There is already an emulator that supports the Mobile Adapter GB.

There is already an emulator that supports the Mobile Adapter GB.

I can't find any documentation on that.

Wow that's news to me too. How do you use it on Windows and get Pokémon Mobile System GB to work with it?
Debate Wars / Re: Religion
« on: August 06, 2017, 06:55:39 am »
I see, that's interesting. I was personally already aware of there being different translations but at the same time I still feel interpretations (in addition to the translations having differences, and feel interpretation plays a big role in translation but not sure to what extent here) may be important, like how not only they could appear in translation but there are also many parables in the Bible and we've got to try and understand the message.

Sorry, I should have clarified 'ways to interpret it' to include the translations.
Completed Projects/Dexes / Re: Crystal PhoneDex (Complete)
« on: August 05, 2017, 04:21:24 am »
After posting here, I remembered an old glitch documented on PRAMA. It's not much of a glitch though, but the game seems to be programed to check for available contacts and make the player receive a phone call, if possible, every 20 minutes. That means you have very good chances to receive a call every time you ask your Mom to change the time.

Using this, I'm currently testing the glitch contacts and interestingly, contact 5A triggers an instawin in french games. I wonder if it can be used in speedrunning routes.

Thanks anyway Torchickens! :)

You're welcome! :)

Glad that works. That is actually an old time exploit documented on pokeglitch that I refer to as the Daylight Saving Time exploit.

Very cool that contact 5A triggers an instant win. In English Gold/Silver I think there is another glitch contact that also triggers the credits but I forgot which index number it is (TheZZAZZGlitch used it once).
Unfortunately this is not original (see video). Still nice post though. :)

There is, if you override the map's script and re-set the battle types to "wild". I think. I'm not sure how it's set but I think that's how.

Changing the map script at D36E-D36F (available in expanded items pack) doesn't seem to disable the battle mode/step counter sadly. It does allow you to bypass the gatehouse without being stopped though, which is another way to perform this trick.
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