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Messages - danny

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1
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: Yesterday at 02:50:55 pm »
hello
2
General Discussion / Re: The Member's Guide to Topiclessness
« on: January 01, 2018, 02:46:40 pm »
but you would be even more welcome if you gave me free pizza

can i use your blood as the sauce
3
General Discussion / Re: The Member's Guide to Topiclessness
« on: January 01, 2018, 02:15:00 pm »
Why hello there

oh thanks

i don't know if i'm welcome here anymore
4
Wiki Discussion / Re: Dex status/ideas for the wiki
« on: January 01, 2018, 02:14:36 pm »
Kind of unrelated, but is there any RAM address that allows controlling trainer class? (Obviously not $D058/$D059, because those don't allow trainer class trainers above $37)
5
General Discussion / Re: The Member's Guide to Topiclessness
« on: January 01, 2018, 02:10:12 pm »
hi
6
General Discussion / Re: The Member's Guide to Topiclessness
« on: December 19, 2017, 09:01:44 pm »
i enjoy getting approval from people i look up to
7
I'm reposting my post from the other thread , this is 'database 3' about 1/3 complete

I've collected a couple of the stat names, I couldn't see which addresses were effected ,sorry ;~; . it seemed to trigger the breakpoint after decreasing the stat, not before

00 seems to steal the names of hexes $0E, $0F, $10, or $11, for some reason.

I'll do the rest ($56-$FF) tomorrow unless someone claims it.

07 - █=█=█=█=█=
08 - █'m██
09 - █3██
0A - ██ █= █┗ $
0B - ████
0C - ████
0D - █{NewLine}██
0E - █{YourPkMn}██
0F - █=██
10 - ██ █= $/h█
11 - 8{NewLine} █████{NewLine}
12 - █j◓██ █ i
13 - █y◓██ ██d
14 - █{NewLine}◓{NewLine}██ ██
15 - 4, h █Enemy {EnemyPkMn} ◓{NewLine}
16 - █=◓{NewLine}██!██
17 - █5██
18 - █┗◓{NewLine}███{NewLine}█
19 - 'm█= $/h███
1A - {NewLine}{NewLine}
1B - █ 999◓ 9-'v
1C - 999
1D - 999██◓ 999
1E - 9999█C.█ェ9
1F - ██999█toto◣◣
20 - 9999(Vゥ =9
21 - ██
22 - POKé9{NewLine}█7
23 - {None}
24 - {None}
25 - {None}
26 - {None}
27 - {None}
28 - to
29 - {None}
2A - {None}
2B - {None}
2C - {None}
2D - X DEFEND
2E - {None}
2F - {None}
30 - {None}
31 - {None}
32 - GARY
33 - GARY
34 - {None}
35 - JAC█ 9
36 - ASH
37 - JAC
38 - {None}
39 - GARY
3A - {None}
3B - J█
3C - {None}
3D - J█
3E - ASH
3F - JAC
40 - JAC
41 - =██to███
42 - █
43 - {None}
44 - {None}
45 - {None}
46 - =██to███
47 - █
48 - {None}
49 - █
4A - to
4B - {None}
4C - {None}
4D - {None}
4E - {None}
4F - {None}
50 - {None}
51 - {None}
52 - GARY
53 - {None}
54 - ASH
55 - ASH
8
Project "Gotta Document 'Em All" / Re: StatDex?
« on: December 19, 2017, 08:55:48 pm »
I've collected a couple of the stat names, I couldn't see which addresses were effected ,sorry ;~; . it seemed to trigger the breakpoint after decreasing the stat, not before

00 seems to steal the names of hexes $0E, $0F, $10, or $11, for some reason.

I'll do the rest ($56-$FF) tomorrow unless someone claims it.

07 - █=█=█=█=█=
08 - █'m██
09 - █3██
0A - ██ █= █┗ $
0B - ████
0C - ████
0D - █{NewLine}██
0E - █{YourPkMn}██
0F - █=██
10 - ██ █= $/h█
11 - 8{NewLine} █████{NewLine}
12 - █j◓██ █ i
13 - █y◓██ ██d
14 - █{NewLine}◓{NewLine}██ ██
15 - 4, h █Enemy {EnemyPkMn} ◓{NewLine}
16 - █=◓{NewLine}██!██
17 - █5██
18 - █┗◓{NewLine}███{NewLine}█
19 - 'm█= $/h███
1A - {NewLine}{NewLine}
1B - █ 999◓ 9-'v
1C - 999
1D - 999██◓ 999
1E - 9999█C.█ェ9
1F - ██999█toto◣◣
20 - 9999(Vゥ =9
21 - ██
22 - POKé9{NewLine}█7
23 - {None}
24 - {None}
25 - {None}
26 - {None}
27 - {None}
28 - to
29 - {None}
2A - {None}
2B - {None}
2C - {None}
2D - X DEFEND
2E - {None}
2F - {None}
30 - {None}
31 - {None}
32 - GARY
33 - GARY
34 - {None}
35 - JAC█ 9
36 - ASH
37 - JAC
38 - {None}
39 - GARY
3A - {None}
3B - J█
3C - {None}
3D - J█
3E - ASH
3F - JAC
40 - JAC
41 - =██to███
42 - █
43 - {None}
44 - {None}
45 - {None}
46 - =██to███
47 - █
48 - {None}
49 - █
4A - to
4B - {None}
4C - {None}
4D - {None}
4E - {None}
4F - {None}
50 - {None}
51 - {None}
52 - GARY
53 - {None}
54 - ASH
55 - ASH
9
Could this possibly be used for PP underflow with a no-PP move? I don't think it's that plausble but it's worth a try.
10
I am getting Japanese Blue for christmas and decided to investigate this glitch:

Japanese Blue item $00 sure is wacky. It's the only version of $00 (or really, any item at all) that I've seen that has a completely dynamic name, kind of like super glitch. Its name is usually エ゙ (E), エ゙エ゙メ (Eeme), イ゙ (I), {Blank}, and sometimes it is just a bunch of voice marks followed by the screen data. Clicking on it usually crashes the game, like so:

Although the crash is always different.

Whether it crashes seems to, unfortunately, be time-dependent, and happens because of the item name buffer like most glitches.

However, sometimes it can have other effects. Once I got it to go to the use/toss menu, but it also made the music cut out and the old man/oak battle behaviour to come on. Is there any practical use for this item?
11
General Discussion / Re: This place feels dead
« on: December 08, 2017, 11:00:58 am »
well it's still alive, i guess.

i don't really know what the peak was like because i joined later than most of you guys. it's better than bulbapedia, at the very least.

i don't really know what to say at this point
12
Generation I Glitch Discussion / Re: Pokemon Yellow "Save Abuse" Glitch
« on: December 06, 2017, 05:36:20 pm »
1. Name yourself 'AAAS' and Save Abuse.
2. Scroll up in the PkMn menu 26 times.
3. Exit the PkMn menu

If you don't get the infinite name, open the PkMn screen again and close after waiting a little. If you're lucky, the game will return without collapsing, and you'll have a save file full of overflowed stack. :p

There may be a way to get a PkMn-menu-viewing item, and an itemfinder, potentially allowing exiting of the menu without inf-name corruption.



This sounds awesome. ^^ How does it work, may I ask?
(f**k, i forgot to mention that version only works in pokemon eng yellow. for redblue it's the same but replace the name with 'AAS' instead)
This route uses the way the game handles drawing sprites for Pok`emon, which, when invalid, can reach far beyond normal limits. it reaches into WRAM, as far as address $D2EE for PkMn #255. By scrolling up, we are making the address $D15A change. It adds $40 every time a sprite's frame changes. The hex of capital letter S is $92, and $92+$40*3=$52, which is the byte for the player name. And a variable referencing itself is...bad news, to say the least.

So basically this setup uses a slightly unorthodox method of making the player name repeat itself. I'm working on finding a setup that allows a quick way to save the game in the infinite name state.

EDIT: Getting pikachu is necessary, but if you set the cursor at pokemon 255 right before , you can still scroll through your later pokemon, so long as you don't press down
13
General Discussion / Re: Net Neutrality
« on: December 06, 2017, 04:16:33 pm »
i already called 5 local senators , the first day i had heard about it
14
General Discussion / Re: The Member's Guide to Topiclessness
« on: November 27, 2017, 03:45:07 pm »
what is your first post?

mine is 'great story!', followed by this cringy s**t. gosh i fucking hate myself. also after this post i'll reduce my profile pic size , i just realize now that it is a bit massive
15
Generation I Glitch Discussion / Re: Pokemon Yellow "Save Abuse" Glitch
« on: November 25, 2017, 03:04:39 pm »
1. Name yourself 'AAAS' and Save Abuse.
2. Scroll up in the PkMn menu 26 times.
3. Exit the PkMn menu

If you don't get the infinite name, open the PkMn screen again and close after waiting a little. If you're lucky, the game will return without collapsing, and you'll have a save file full of overflowed stack. :p

There may be a way to get a PkMn-menu-viewing item, and an itemfinder, potentially allowing exiting of the menu without inf-name corruption.

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