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Recent Posts

Pages: [1] 2 3 ... 10
1
Theoretically, it should be possible to enter those two places from the void similar to how you enter Turnback Cave from the void, but is there an actual working route right now?
2
https://youtu.be/a59umBdBdnE shows the GS codes used and the glitch in action. Also, it appears to corrupt maps slightly even after a reset (Although it went away after viewing a slot machine) Why does this odd 7 symbol do this?
3
so this accounts for the user releasing a button late and button bounce (on console)?
4
It's unnecessary, all that's required it to wake up as soon as the user presses a button.
5
Well, did this against Champion Blue in Yellow and oh boy...
Every turn the game plays a drum and faded to black before either continuing the battle, exiting it, or crashing all together, (I once got a "4 4's true cry"-like effect but that never happened again.
If the game doesn't crash then the screen stays black if I don't use a move that modifies the pallete. And if I don't KO the foe then it exists the battle or freezes. I once got the game to jump to the Pikachu sequence before the title screen, freezing shortly after.
And once the music just glitched our a bit.
Could this be useful and manipulated in some way?
Also I couldn't get past his Jolteon in any way with the code active, I needed to change his class to something valid before finishing the battle then change it back once I knocked out his Jolteon...
And lastly, I managed to trigger the unused text for losing against him.
And yes I did use Debug Yellow for this but I didn't have any other Yellow ROM on hand...

And then I tried d058-ing a random trainer (a Sailor in this case) and I got an occurrence of the battle restarting and my Pokémon 2-6 having their names be corrupted.

Wow, that's interesting. Nice and cool you got the unused text. Which name did you use, is it the 0x77 one?

I may play around with this re: losing the fight too. Thanks for sharing Charmy. :)

By the way I finished a B1F code (which you have in the inventory from RB 0x32) for escaping the Glitch City and making the game still playable, and I managed to get the fossil 'M (FF). This code runs the Hall of Fame script, fixes your name, leaves you in Cinnabar Island after, fixes some event addresses and possibly all the meta-map scripts:

(B1F executes A7D0)

ld a,50
ld (d158),a
ld a,41
ld (d36e),a
ld a,12
ld (d36f),a
ld a,08
ld (d35e),a
xor a
ld (d639),a
ld (d72e),a
ld (d72c),a
ld (d736),a
ld (d732),a
ld (d733),a
ld (d5a0),a
ld hl,d5f0
ld bc,011b
xor a
call 36e0
ld hl,d35f
ld a,5e
ld (hli),a
ld a,c7
ld (hli),a
ld a,0c
ld (hli),a
ld a,0b
ld (hli),a
xor a
ld (hli),a
inc a
ld (hli),a
ld c,$16
ld h,$64
ld l,$bb
ld b,c
ld b,b
call $35d6
ret


Still, if this can be set up without arbitrary code execution, I feel using arbitrary code execution with B1F could take away some of the charm. I do wonder if there is a way to escape the Glitch City with no arbitrary code or cheats (I remember a walk through walls route that worked, I entered a building in Saffron but that would require the 0xFF from inaccessible VRAM and no freeze or theoretically VRAM data that's wrong for a battle). The bad map script for Cinnabar Island could possibly be removed with the expanded stored PC items.

Actually if you can jump off a ledge, that should activate walk through walls, but you'd have to find a way to fix the map.
6
Well, did this against Champion Blue in Yellow and oh boy...
Every turn the game plays a drum and faded to black before either continuing the battle, exiting it, or crashing all together, (I once got a "4 4's true cry"-like effect but that never happened again.
If the game doesn't crash then the screen stays black if I don't use a move that modifies the pallete. And if I don't KO the foe then it exists the battle or freezes. I once got the game to jump to the Pikachu sequence before the title screen, freezing shortly after.
And once the music just glitched our a bit.
Could this be useful and manipulated in some way?
Also I couldn't get past his Jolteon in any way with the code active, I needed to change his class to something valid before finishing the battle then change it back once I knocked out his Jolteon...
And lastly, I managed to trigger the unused text for losing against him.
And yes I did use Debug Yellow for this but I didn't have any other Yellow ROM on hand...

And then I tried d058-ing a random trainer (a Sailor in this case) and I got an occurrence of the battle restarting and my Pokémon 2-6 having their names be corrupted.
7
>Hopefully we can escape the trashed-RAM Glitch City
change coordinates to somewhere normal with expanded pack
change map id with expanded pack and expanded party
use 9F
hope and pray

9F only works that way in Yellow sadly, thanks though.

If you want to do the same thing as 9F in Red/Blue you may place an X Attack x18 (41 12) in the map script pointer at D36E-D36F after setting your map and coordinates right.

A problem with getting glitch items is (at least some) seem to fall in the 9800 region of the BG map, which is full of 0x7F. However in actuality the items menu doesn't become full of 0x7F or 0xFF, and other items are available.

The menu is also likely invisible, though I found a weird way to get it visible again by using "7 6" (hex:7F) with a 0x50 sub-tile in the screen data, twice. (D35F must be a quantity x127 and Master Ball 01 and you've got to flash the Trainer card) Maybe it's taking 8 8 (hex:7C)'s effect.



(Believe it or not the game is still running and you can still scroll the menu)

I tested writing to D059 (instant encounter) out of interest and it froze the game, so you can't try anything in battle.

I did find B1F in the expanded items pack (which executes SRAM A7D0) so you could in theory use that, because the SRAM is untouched. Beforehand you could use 8F to write to the SRAM, or use many many SRAM corruptions like TheZZAZZGlitch did.

Another idea may be to manipulate D163 as 0xFF from the VRAM inaccessibility, swap Pokémon 62 with 63 to walk through walls, then load a map connection to fix the map, where you may be able to go into the PC to fix meta-map scripts in the expanded PC items.

Unfortunately the only time this has happened the game would freeze after battle.
8
Decent for the DS. It has minor anti-aliasing, which helps.
9
A CartSwap setup had been made (by Cryo, IIRC), which used the joypad to wake up the Game Boy. It did this, plus fillers :
Code: [Select]
ld a, $20 ; Select dpad
ldh [$FF00], a
ld a, $10 ; Joypad interrupt
ldh [$FFFF], a
stop ; $10, makes the Game Boy "deep sleep" until an interrupt occurs
XX ; Any byte
xor a
ld [$FF0F], a
inc a
ld [$FFFF], a
halt ; Wait for a VBlank interrupt, this helps stabilize the state

The user should simply run the code, swap carts, and press the D-Pad.
(Note : if the D-Pad is already held when the setup is ran, it will fail.)
It'd probably help if we spent about 1/4 of a second wasting time in this setup so we have time to compensate for user reaction time and button bounce.
10
Wiki Discussion / Re: Dex status/ideas for the wiki
« Last post by coloradohugge on Yesterday at 08:35:43 am »
I REALLY wanna get working on international glitch dex more soon, that's like my true burning passion when it comes to Pokémon glitching. so i really hope we can expand that further really soon, i would love to contribute as much as i possibly can ^^
Pages: [1] 2 3 ... 10