Glitch City Laboratories Forums

Lab β: Glitch City Labs Projects => Project "Gotta Document 'Em All" => Topic started by: Princess Torchic ❤ on March 01, 2017, 01:58:40 pm

Title: Non-valid source glitch maps documentation
Post by: Princess Torchic ❤ on March 01, 2017, 01:58:40 pm
Although valid source Glitch Cities like those from the Safari Zone exit glitch (http://glitchcity.info/wiki/Safari_Zone_exit_glitch) are well-known, not too much research has been into the 'pure' glitch maps with their own map IDs.

These are the current glitch maps with articles.

http://glitchcity.info/wiki/Category:Glitch_areas

Practically it's probably not going to be viable to make an article about every non-freezing map, since there are a huge number of possible maps in Gold/Silver/Crystal (65536 for each version) unless a tool is created to find the glitch maps that do not freeze the game.

If you find a glitch map that doesn't freeze the game in any revision of Red/Blue/Yellow, Gold/Silver/Crystal let me know and I will make an article about it, and have fun glitching!  :) Do note these maps do not seem to be that common, although not many have been researched.

Codes to find glitch maps:

Generation I

Activate in a Pokémon Center then step out.

EN Red/Blue: 01xx65D3
EN Yellow: 01xx64D3
Japanese versions: 01xxE4D2
Non-English European Red/Blue: 01xx6AD3
Non-English European Yellow: 01xx69D3

See http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_(Generation_I) for a list of real maps.

Generation II

Activate before entering a door.

EN Gold/Silver: 01xx44D0, 01xx45D0
JP Gold/Silver: 01xx3ED0, 01xx3FD0
KO Gold/Silver: 01xxFFD0, 01xx00D1
Non-English European Gold/Silver: (Unknown)

Activate in a Pokémon Center, go the floor 2 and down the stairs again.

EN Crystal: 01xxB5DC, 01xxB6DC
JP Crystal: 01xx7BDC, 01xx7CDC
Non-English European Crystal: (Unknown)

See https://hax.iimarck.us/topic/176/ for a list of real maps.

Walk through walls (for stepping out of bounds into glitch maps)

EN Gold/Silver:
0108A3CE
0108A4CE
0108A5CE
0108A6CE

JP Gold/Silver:
010897CE
010898CE
010899CE
01089ACE

Non-English European Gold/Silver:
(Unknown)

Korean Gold/Silver:
010078CE
010079CE
01007ACE
01007BCE
Title: Re: Non-valid source glitch maps documentation
Post by: Princess Torchic ❤ on March 01, 2017, 02:19:59 pm
Found a few days ago:

Map F121 (Japanese Gold/Silver):
(01f13ed0, 01213fd0)

(https://i.imgur.com/jSiRDLa.png)

It's a place in Cherrygrove City with the Violet City/Olivine City theme playing.

When entered via Prof. Elm's laboratory door, making one step north or west may reset the game in a glitch dimension.

If you step down enough via walk through walls, it may take you to an unknown other map in Pewter Gym with the Pokémon Gym theme playing (may actually be Brock's gym).

If you step right enough via walk though walls, the game may freeze.

Edit 1:

This is also the same glitch map ID in Japanese Crystal (01f13ed0, 01213fd0). The map is on Johto's Route 39 and plays the Team Rocket HQ music, but as soon as you enter the glitch map the game may freeze and/or fade to a white screen.

(https://i.imgur.com/fsc6owQ.png)

Edit 2:

Added Japanese Yellow's Map FE.

http://glitchcity.info/wiki/Map_FE_(Japanese_Yellow)
Title: Re: Non-valid source glitch maps documentation
Post by: ISSOtm on March 02, 2017, 11:48:44 am
I'm making a bot to investigate map scripts in R/B/Y. It should give results this month, I'm making sure it gives correct results.

[EDIT]
It seems the map script isn't the only thing that causes crashes... I actually suspect incorrect sound banks to also be a thing, since (for example) map $69 crashes after wCurMap changes (which means the map header, including the map script are loaded), but before RunMapScript is called even once, and the crash seems to happen right after the music fades out.
Title: Re: Non-valid source glitch maps documentation
Post by: ISSOtm on March 02, 2017, 12:58:32 pm
Double-posting, but because this is a wowie result.

Map $69 had execution jump to $C2F6, which is at the end of sprite-related data.
Attached a BGB save state (I hacked Pallet Town's southern map connection to point to map 69)

Another ACE, yay ! (Although this one seems tough to control, in my case it caused a crash :/)
Title: Re: Non-valid source glitch maps documentation
Post by: Charmy on March 02, 2017, 03:00:10 pm
I tried hex A9 on Midori 1.0 (Green) and no interesting results, it was a Cinnabar Lab Glitch City. Nothing unusual besides a Glitch Hell.
Title: Re: Non-valid source glitch maps documentation
Post by: Princess Torchic ❤ on March 04, 2017, 10:22:19 am
I tried hex A9 on Midori 1.0 (Green) and no interesting results, it was a Cinnabar Lab Glitch City. Nothing unusual besides a Glitch Hell.

Map A9 is a real map (Pokémon Lab - Room with scientists (Cinnabar Island), so the Glitch City would be based on that, based on the exit ID of the map you came from, with the block data also being based on the exit ID meaning invalid IDs bring up Glitch Cities.

See http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_(Generation_I)

These are interesting but was specifically looking for non-freezing invalid maps, like the ones marked unused on the Bulbapedia article or other invalid destinations.

Double-posting, but because this is a wowie result.

Map $69 had execution jump to $C2F6, which is at the end of sprite-related data.
Attached a BGB save state (I hacked Pallet Town's southern map connection to point to map 69)

Another ACE, yay ! (Although this one seems tough to control, in my case it caused a crash :/)

Ah interesting! Yeah, changing the map connection may be another way of loading maps that would usually freeze. Thanks for this.
Title: Re: Non-valid source glitch maps documentation
Post by: Charmy on March 04, 2017, 11:58:29 am
I later tried hex FE and... Wow, it appears just like attachment 1 if entered via the Celadon Store and as attachments 2 and 3 if entered from the Safari Zone building. It also plays the Cycling Road theme, (Yay for bikes) and forces you to fly to that particular map if it doesn't force you to walk down and it's appearance depends on the map you enter it from, but If you enter it from a building like the Department Store, it doesn't activate the Cycling Road effect, while it does, when entered from a location like a normal house.
EDIT:Also, whoops. (Attachment 4) the link didn't include the last character.
Title: Re: Non-valid source glitch maps documentation
Post by: SatoMew on March 05, 2017, 08:56:46 am
Copy-pasted from clipboard: http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_(Generation_I (http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_(Generation_I))

Looks like the forum's software doesn't parse the closing parenthesis as part of the address so you need to use the url tag.
Title: Re: Non-valid source glitch maps documentation
Post by: Princess Torchic ❤ on March 09, 2017, 07:13:00 pm
Thanks for your research on Japanese Green map FE Charmy! :)

I found map 0x0B in French and Spanish Yellow are 'descent' (move down) glitch maps.

My favourite non-freezing map 0x0B however is in Italian Yellow, which is explorable and has a non-freezing map script!

(https://i.imgur.com/biRnKHF.png)

I LOVE this because this means you can say you visited the lost city (even though its actual data is invalid), and the Town Map will say you're in a Pallet Town on the top-left corner of the map.

(https://i.imgur.com/V4avTZI.png)

Sadly you can't Fly back to it even though it registers as a Fly location.