Main Menu
Main Page
Recent changes
Random page


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

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

Pokémon GameShark codes
The Big HEX List
GB programming
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

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
Pokémon Glitch Discussion / Re: Seemingly unprovoked audio glitch
« Last post by xtreme713ify on Yesterday at 11:24:26 am »
Oh alright, thanks!
Generation II Glitch Discussion / Re: G/S/C glitch discussion
« Last post by Torchickens on Yesterday at 10:15:15 am »
Hm, but the lookup will fail for Pokémon not in the table, no ?

Pokémon not in the table when traded from Generation I to Generation II convert according to values extrapolated beyond the table. According to Hacky for Pokémon not in the table traded from Generation II to Generation I the game searches until it finds the relevant Generation II value beyond the table (so for Celebi it would be FB, for Egg it would be FD and for the ????? 00, FC, FE and FF I think).

The offset will then determine the Generation I Pokémon. For Celebi and Egg in English Gold/Silver, the game searches beyond the end of the ROM bank and into RAM, which is why the predictions are hard to predict (apparently much like CoolTrainer's success rate).

Lugia is defined in the table so that MissingNo. (Ghost-form) converts into Lugia and Lugia converts back into MissingNo. (Ghost), and since MissingNo. (Ghost) can copy the stored types of a Pokémon in the party after catching it if there was an (internally stored) Psychic/Flying Pokémon you could use that to trade MissingNo. (Ghost) on to Generation II (another method  is by using arbitrary code execution to change the internal types).

I believe the abnormal Pokémon trap doesn't apply to Generation II to Generation I trades, so the game won't mind in that case that Lugia is Psychic/Flying and MissingNo. Ghost can be a different type. Therefore in theory, as DoubleNegative says you should be able to get two Lugia by trading one (via Time Capsule exploit) to Generation I and catching MissingNo. (Ghost).
Generation II Glitch Discussion / Re: G/S/C glitch discussion
« Last post by ISSOtm on Yesterday at 08:50:08 am »
Hm, but the lookup will fail for Pokémon not in the table, no ?
I was on my phone and I hate it, so I didn't bother to check if it was 15 or 0x15.
Also please leave my life out of this, thank you.
Good point, but actually I think it's possible to do swaps after expanding the items pack that ensure you have 0-1 Pokémon owned, as somebody from PRAMA did that before. I'm not sure of the details anymore though I'm afraid.

You can also change the exit quantity to 02 (Pewter City) so the old man doesn't block you. Also if you set up dry underflow in the PC you can change the quantity of item 91 to 19 (13 to D5EF). This makes Professor Oak give you the Pokédex even if you don't have only one Pokémon or Oak's Parcel. The only side effect might be a lingering music glitch.
What is the first glitch Pokemon that can be encountered in the first gen games, Other than level 100 nidoking?

If you use the save corruption glitch you get access to Q (FF)/'M (FF) and other glitch Pokémon from the expanded party. So possibly you might be able to deposit glitch Pokémon that appear there and do a glitchLocke with them.

Otherwise the first Pokémon you can encounter is possibly MissingNo., such as from Misty's Starmie or a trainer in Saffron City's Fighting Dojo (available early with Brock Through Walls) but be warned that in Yellow this MissingNo. (one of the regular MissingNo.) will freeze the game unless it's the first time you encountered a glitch Pokémon and you wiped your save file with Up+Select+B.

Other glitch Pokémon are possible with Special stats 191-199, and it's possible an underflowed Level 100 Pokémon could have the Special stat you need.

This image is also useful for showing the Pokémon you can obtain with trainers in Red/Blue:

Hope this helps. :)
That may not be possible if the glitch Pokémon register stuff as caught in the pokedex. There is a glitch with oaks parcel where if you register 2 Pokémon to your pokedex before you deliver it where he will never accept it and just rate your pokedex
17 how would i make it so you can change the item on the first pokemon in the party hence being able to easily get items for other ace tricks
I also wanna confirm I was able to swap in an ENG Crystal, and the trading works!
Swapping in JPN Crystal broke the VC and 3DS.

Also, cloning glitch works, by using "reset" button at the bottom screen of the VC menu.
yes it does i tested it coincase and cloning do work. when you press print or try to print your pokemon team with that guy in that house it doesn't let you use yes. mystery gift also does work to.

Awesome. Thanks for testing it on VC! Did you test just the Glitch Dimension? Hopefully arbitrary code execution works as well.
ace,Glitch Dimension and *which move?PP of all work have not tried out the other ones yet. not surprising because they did not fix any of the glitches in rby vc.

Yay! Thanks. I know what I'll be doing tomorrow (in the UK) morning then. :)

Edit: Now it's past midnight the games are out here. As expected ACE worked perfectly without a problem.

Do note if you want to import your save files with JK's save manager then depending on your emulator you exported the save from you'll have to either delete bytes to fix the file size and fix the checksums (see or if the save file is exactly $8000 bytes, append the following data to make it end at $800F in a hex editor: 05 01 00 00 00 00 00 00 7B 72 6B 86 1F 00 00 00
if your saves from the vc inject versions you don't need to do this
I haven't tried it yet, but according to theSlayer, you can't soft reset using the button combination while the game is saving.

That's interesting. I've just confirmed it on the VC version as well, but after further testing on my English Gold cartridge on a Game Boy Advance SP it seems you can't use the button combination to reset the game either.

The same also applies to Red/Blue (both VC and cartridge) with the buttons disabled until the first character of your name in "(PLAYER) saved the game!" is printed. As for Yellow something similar applies for VC and cartridge; you may just have to wait until the "S" in "Saving..." is printed before you can reset during the saving session but (at least) most of the actual saving is done before that.
Pages: 1 [2] 3 4 ... 10