Main Menu
Main Page
Forums
Recent changes
Random page
Help

Databases
GlitchDex
AttackDex
ItemDex

Major Glitches
Trainer escape glitch
Old man trick
Celebi trick
Select glitches (Japan)
SRAM glitch
CoolTrainer♀ corruption
LOL glitch
Super Glitch
ZZAZZ glitch
Pomeg corruption glitch (Glitzer Popping)
Tweaking
Elite Four door glitch (Japan)
Pokémon merge glitch
Pokémon cloning
Time Capsule exploit
Arbitrary code execution
Coin Case glitch
More

Other Glitch Categories
Glitches by generation
Glitches between two generations
Japan-only/language specific glitches
Music glitches
Natural glitches
Non-core series glitches
Non-Pokémon glitches
Officially acknowledged glitches
Recurring glitches
Dead glitches

References
Pokémon GameShark codes
The Big HEX List
GB programming
Curiosities
Debugging features
Easter eggs
Error traps
Glitch areas
Glitch myths
Non-glitch exploits
Placeholder texts
Pokémon glitch terminology
Unused content and prerelease information

Useful Tools
8F Helper
GBz80 to Items
Old man trick name generator
PATH (Prama's Advanced Tweaking Heaven)
Save file editors
Special stat/Pokémon converter
Trainer escape Trainer Pokémon finder

Affiliates
Legendary Star Blob 2 (Hakuda)
Pokémon Speedruns wiki
PRAMA Initiative
Become an affiliate!

Search Wiki

 

Search Forums

 

Recent Posts

Pages: 1 [2] 3 4 ... 10
11
Generation I Glitch Discussion / R/G Glitch Pokemon Cries
« Last post by Caveat on Today at 09:53:43 am »
This is related to my Japanese Glitchdex project, but I have put it in its own thread since it's only somewhat related...

My good friend recorded every single glitch cry in Red and Green and uploaded it on YouTube!

While this will be a nice help for my research, I will post it here in case anybody else wants to hear them.

All Glitch Pokemon Cries in Red and Green

(if this is too similar to my research thread, feel free to merge them)

Edit: Edited post for clarification... My apologies!
12
With save checksumming, you'd have to be lucky to be able to load a save. Then again, I've saved and successfully reloaded a game while under Super Glitch effects multiple times on hardware, so who knows?
13
SRAM chips tend to wear out over time, which IIRC can be influenced by how much data is read/written, just like HDDs.

Are there any interesting glitches that could arise from a worn down SRAM chip? Or would it simply result in save corruption/deletion?
14
Project "Gotta Document 'Em All" / Re: Project "Gotta Document 'Em All!"
« Last post by Caveat on Yesterday at 06:09:03 pm »
I am going to invest some more time into the GlitchDex to add Pokédex entries, experience groups and catch rates in addition to the remaining "move" categories.

Does anybody know if there is a way to view GlitchDex/Y:208's Pokédex entry? Whenever I try it via capture at the beginning of the game or the code 01D01DD1 the screen turns white and the music fades out.

However, apparently rsrdaman was able to get the Pokédex data.



http://bulbapedia.bulbagarden.net/wiki/File:YGlitchDexD0.png

I won't be adding this one though unless there is a way to get it to work and the screen happens to be the same. I have noticed some entries differ to the ones on Bulbapedia likely due to there being data from writable memory.

Next time I get on the computer, I'll see if I can get it to work in Debug Yellow, or try wrestling with normal Yellow if that doesn't count.
By the way, the list of TMs the Pokemon can learn is VERY hard to read without line breaks. If that's not on your list of improvements, I'd appreciate if it was. :)
15
Project "Gotta Document 'Em All" / Re: Project "Gotta Document 'Em All!"
« Last post by Torchickens on Yesterday at 03:04:54 pm »
I am going to invest some more time into the GlitchDex to add Pokédex entries, experience groups and catch rates in addition to the remaining "move" categories.

Does anybody know if there is a way to view GlitchDex/Y:208's Pokédex entry? Whenever I try it via capture at the beginning of the game or the code 01D01DD1 the screen turns white and the music fades out.

However, apparently rsrdaman was able to get the Pokédex data.



http://bulbapedia.bulbagarden.net/wiki/File:YGlitchDexD0.png

I won't be adding this one though unless there is a way to get it to work and the screen happens to be the same. I have noticed some entries differ to the ones on Bulbapedia likely due to there being data from writable memory.
16
In yellow, morph second item gives adds 1 to the quantity of item 2. If you have 255 and you use it, you get 0. Is there a way to convert that from ws[glitch]m to 8F?

Yes. The following code which is a modified version of TheZZAZZGlitch's change second item code (see this thread's first post) should work for changing the item quantity. It should on both Yellow (when using ws m redirected to item 3) and Red/Blue (when using 8F redirected to item 3) because no absolute memory addresses are specified.

* 8F
* Item with quantity you want to morph
Burn Heal            x43
Full Heal            x201

ASM:
Code: [Select]
WRA1:D322 0C               inc  c
WRA1:D323 2B               dec  hl
WRA1:D32A 34               inc  (hl)
WRA1:D32B C9               ret
17
In yellow, morph second item gives adds 1 to the quantity of item 2. If you have 255 and you use it, you get 0. Is there a way to convert that from ws[glitch]m to 8F?
18
SRAM chips tend to wear out over time, which IIRC can be influenced by how much data is read/written, just like HDDs.
19
Based on my (admittedly low) knowledge of Game Boy programming, I don't think that there is a limit. The remnants from past save files would not "stack" until there is no more space for writing saves, they would just be replaced. In addition, said remnants would be eventually overwritten as you progressed with that save file.

If you were doing it on console, there MAY be a possibility that you exhaust the save battery, but I know diddly-squat about Game Boy hardware, so don't quote me on that.
20
Going to preface this by saying that although I've been interested in Pokemon glitches for several years now, I've never really done much of it myself. So I know a fair amount but​I don't have a lot of first hand experience.

There are some glitches that recall information from previous deleted saves. With this is mind, is there a limit to how many save files can ever be created on a game cart? If so, what is that limit?
Pages: 1 [2] 3 4 ... 10