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Recent Posts

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21
Pokémon Glitch Discussion / Re: Does the localization affect some glitches?
« Last post by Krys3000 on Yesterday at 07:10:02 am »
Many glitches are JP-only, but even between close localizations, there are differences.

Many glitches only works in english games (Coin Case, Brock Through Walls, No Guard Glitch, Hooked Dragonite Glitch, Battle tower eon glitch... and so much more!) and some others need to be adapted to work on other games. This is because there is a shift in WRAM addresses between english and european non-english games, and that obviously affects the way glitches work.

However, european localizations are almost the same. I only know one subglitch working only in french games (cavern glitch) and there is two events of glitches working only in Italian and Spanish games (Missigning glitch in 2G and Walk on Water Glitch in 1G, the latter being adaptable to other localizations).
22
i used this with the coin case memory editor to test but the ot of the Pokemon in first box will not change 9rAD?a can edit pokemon in party but its not working with Pokemon in current box and i can't get the id i want on a pokemon in my party its wrong i write the first byte then the second but the numbers not what i want i did  !/XZSZ and !/YZs9 but the id is not 
 11219 guess somethings wrong with this list https://pastebin.com/4ZDpQXGe then because i tried doing other ids and they worked. Seems s9 is turning it to b1 and not d3 idk why edit forgot to use the one with the comma but im still having a problem editing mons ot in pc box with B00286- 9rAC?a
23
Marv123, your code seems to be the most efficient that I've seen so far for european games. Can I publish it on PRAMA?

Good that you have your solution The Piaf. About your first try, the code you used probably just crashed the game with no particular effect, so don't worry about it :)
24
@harvey :
The thing with the game's save file is that there's a system to check if they have been tampered with. Thus, when modifying your save file, you need to change a few other bytes to make it valid to the game's save file loader.
The other option relies on the fact that the "main" data (ie. all saved data but Pokémon boxes) is transferred to WRAM when loading your save, and back to SRAM when saving.
Thus, you can :
1. load your valid save file
2. edit the byte in WRAM (RAM, if you want) containing the bit controlling the event
3. save your game (optional, since the event will be active, but for the sake of safety it's a good idea)
4. you got it !
Because there's no protection against modifying WRAM (and for a good reason : the game always modifies WRAM because it's its "workspace" !), you can freely edit it and have the game's saving code perform the checksum calculation for you by clicking that "SAVE" option !
25
Debate Wars / Riots
« Last post by Parzival on August 14, 2017, 09:53:31 pm »
What's your stance on the current riots happening due to racism?
There's no judgment here. If someone judges you, I'll... I'll get the fucking mean police on 'em. Anyway...
My stance is that both sides can deal with it.
26
Normally, there is a flag in the save file that controls whether the event is active or not. I don't think the JP version of Crystal has been disassembled, so you'd need to figure which offset the flags are stored at.
For the next part, I'd assume flags are laid out in the same way in the JP and US versions, so the flag would be at the same distance (from the base offset figured earlier). Then you just set the bit, and modify the checksums to avoid a "yer file is darn corrupted, sonny !".

Another solution is to simply edit the flag in the game's WRAM while it's running (which should be as simple as a GameShark code).
Again, this should be figured out fairly simply, I think memory in the JP and US versions is laid out quite similarly.

The truth is that I already tried to modify the save file of Pokemon Crystal (JP) with respect to the post made in this place, first doing a backup of the save file, but it corrupted the game, later I went with several people who knew about this, Asking if they help me, because one of them does not like it so much, let this search pause, but the truth, I would like to have it, but I do not know how to do it, I have not found any gameshark code of the Egg Ticket and therefore the only thing I have as a reference Is the post, but I really have no idea how to do it, so I thought of doing this post to get a help, if you wish, you can keep the save file, but in truth, I do not want to damage the game again Since I have it quite advanced, apologize for how long this response is.
If it marked it as corrupted, you forgot to re-sum the save.
Set the bit with a GS code, then save and reset and let the game do it for you.
27
Normally, there is a flag in the save file that controls whether the event is active or not. I don't think the JP version of Crystal has been disassembled, so you'd need to figure which offset the flags are stored at.
For the next part, I'd assume flags are laid out in the same way in the JP and US versions, so the flag would be at the same distance (from the base offset figured earlier). Then you just set the bit, and modify the checksums to avoid a "yer file is darn corrupted, sonny !".

Another solution is to simply edit the flag in the game's WRAM while it's running (which should be as simple as a GameShark code).
Again, this should be figured out fairly simply, I think memory in the JP and US versions is laid out quite similarly.

The truth is that I already tried to modify the save file of Pokemon Crystal (JP) with respect to the post made in this place, first doing a backup of the save file, but it corrupted the game, later I went with several people who knew about this, Asking if they help me, because one of them does not like it so much, let this search pause, but the truth, I would like to have it, but I do not know how to do it, I have not found any gameshark code of the Egg Ticket and therefore the only thing I have as a reference Is the post, but I really have no idea how to do it, so I thought of doing this post to get a help, if you wish, you can keep the save file, but in truth, I do not want to damage the game again Since I have it quite advanced, apologize for how long this response is.
28
Normally, there is a flag in the save file that controls whether the event is active or not. I don't think the JP version of Crystal has been disassembled, so you'd need to figure which offset the flags are stored at.
For the next part, I'd assume flags are laid out in the same way in the JP and US versions, so the flag would be at the same distance (from the base offset figured earlier). Then you just set the bit, and modify the checksums to avoid a "yer file is darn corrupted, sonny !".

Another solution is to simply edit the flag in the game's WRAM while it's running (which should be as simple as a GameShark code).
Again, this should be figured out fairly simply, I think memory in the JP and US versions is laid out quite similarly.
29
Thank you ! It worked perfectly ^^
30
Generation I Glitch Discussion / Re: Are Super Glitch Moves Random Outcomes?
« Last post by Krys3000 on August 14, 2017, 10:50:10 am »
You can read this post by TZG on the behavior of Super Glitch corruptions.

As you will see, one super glitch move is guaranteed to corrupt (hex:A6) while one never does, but in old versions of VBA only (hex:A7).
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