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Recent Posts

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91
Generation I Glitch Discussion / Re: Pikawalk Glitch Information?
« Last post by baconpants on April 12, 2017, 03:58:30 pm »
Oh man, that's pretty neat!

I don't remember doing anything insane with my Pikachu, I was just typically walking along the exit of the Safari Zone, heading into Glitch City and of course, Pikachu starts going in different directions and not following me. As soon as it stepped out of the map, the game crashed with a screen similar to this:



Similar to the one that appears when you encounter Yellow Missingno.
92
Generation I Glitch Discussion / Re: PKMN R/B - ACE: How to Exec code from ram?
« Last post by jfb1337 on April 12, 2017, 12:02:12 pm »
If this is your first time using ACE, I'd recommend first try out some of the small scripts in the main thread, such as getting any item or any pokémon, and try to understand how they work. The dissasembly might help with understanding too.

Then you could start trying to make your own scripts, whenever you think of something that might be useful, using the Big Hex List and ISSOtm's compiler to help.

If you're unsure of anything, try it in an emulator first - especially for things that might have a chance to crash and corrupt the save file and/or things that take a long time to set up.

If your main goal is cartswapping, you can try a basic cartswap script at this point, that would soft reset into the swapped cart without any additional custom code.

Once you feel you have enough experience with ACE, you can start something more ambitious, like Offgao's memory editor, which I  programmed into my game using a slightly modified version of ZZAZZ's route 1 bike method - It's a GUI memory editor.

Then, it should be possible to write a program that allows a cartswap into another game, then copy the memory editor + any other set up you want (like putting an 8F in the bag, bootstrap in your party, etc) into the save file before jumping into the initialisation routine. 

In theory it should be possible to patch up the initialisation script, like ZZAZZ for super mario, and skip over the part that clears HRAM, allowing custom code to be injected into the title screen, which would also give you control over starting a new save file as well as just continuing - which would allow you to do the stuff you want such as having access to 8F and the GUI memeditor from the start.
93
General Discussion / Re: Any text dumps of Japanese Gen I games?
« Last post by Torchickens on April 12, 2017, 11:32:52 am »
I really need to find a full text dump of any Japanese Gen I Pokemon game (don't ask why ;))

Any attempts of Googling it failed miserably, even when I entered the keywords in Japanese.
I also recall seeing such a text dump at least once in my life, so I'm sure it exists.

Normally I'd just attempt to make my own dump, but my knowledge of Japanese is really limited and I wouldn't really be able to separate the real ingame text from false-positives. If someone already made it, this would save me a lot of work.

The question is: are there any text dumps of Japanese Gen I Pokemon games? And where can I find them?

I'm afraid I don't know, sorry.

I remember creating a Japanese Red/Green text dump which I posted on Skeetendo, but as I remember it wasn't organized and likely had a lot of garbage text in it. The file unfortunately may no longer exist as the link to it became unavailable and I'm not sure if I have a backup, though it's possible somebody else may have downloaded it.

Some of the text can be found on the Japanese Pokémon Red disassembly, and this useful thread but the text added on to the Japanese Pokémon Red disassembly project likely isn't exhaustive, nor is the text on the thread.

There may be a chance a Japanese fan has created a Red/Green text dump, but I'm unsure what term is used in the Japanese community to describe a text dump. Hopefully with a bit of research one like this could be found.

Alternatively I suggest contacting MeseInsanity. He knows Japanese, may be a native speaker and may be able to help you out with a joint text dump project.
94
Generation I Glitch Discussion / PKMN R/B - ACE: How to Exec code from ram?
« Last post by Klohver on April 12, 2017, 09:37:04 am »
Hi, I am new to the pokemon glitching scene, I have been playing pkm r/b since it first came out, and started glitching for the past few years. I am familiar with the item underflow, trainer fly, and other glitches. What really interests me is arbitrary code execution. My plan is to, using 8F to bootstrap my game on console, and be able to write a code similar to the one where TheZZAZZGlitch used pokemon r/b/y to load super mario, pokemon crystal, etc, but have it execute things back into the same cartridge, for example: code it to reset the game, then I can start a new game in pokemon r/b with that code running so when I start the new game, I will have a certain setup right off the bat. For instance: having item 8F right from pallet town, having items, badges, 151 pokemon, being able to item underflow, or even possibly creating some sort of GUI or entry into the start menu that can be accessed to edit memory addresses that are out of reach of the item underflow glitch, all from the get go. I haven't seen anyone do this yet so I'm hoping there is someone out there who could direct me on how to accomplish this. I get the gyst of how to bootstrap, but I am not familiar with the ASM code so I have no idea how to start this project? Any and all help will be super appreciated  ;D
95
General Discussion / Any text dumps of Japanese Gen I games?
« Last post by TheZZAZZGlitch on April 12, 2017, 07:17:45 am »
I really need to find a full text dump of any Japanese Gen I Pokemon game (don't ask why ;))

Any attempts of Googling it failed miserably, even when I entered the keywords in Japanese.
I also recall seeing such a text dump at least once in my life, so I'm sure it exists.

Normally I'd just attempt to make my own dump, but my knowledge of Japanese is really limited and I wouldn't really be able to separate the real ingame text from false-positives. If someone already made it, this would save me a lot of work.

The question is: are there any text dumps of Japanese Gen I Pokemon games? And where can I find them?
96
This is a really nice looking program.  :) Love it.
Woah! Torchickens saw it, and likes it! Thanks!
Also I did fix a tiny bug, concerning the letter "v". The download link has been updated with the latest version.

You're welcome, hehe. :)

I see, cool.
97
This is a really nice looking program.  :) Love it.
Woah! Torchickens saw it, and likes it! Thanks!
Also I did fix a tiny bug, concerning the letter "v". The download link has been updated with the latest version.
98
This is a really nice looking program.  :) Love it.
99
Generation I Glitch Discussion / Re: Pikawalk Glitch Information?
« Last post by Torchickens on April 12, 2017, 01:52:57 am »
That's right, the corruption affects addresses D438 onwards for the first step while Pikachu is off-screen with the following values:

South=01
North=02
West=03
East=04

So if you place Pikachu off-screen then move south, then west and east in that order, the data looks like 01 03 04.

It is possible to corrupt over 250 bytes using this glitch, I unfortunately can't remember the specifics but it might not be 255 bytes.

This is a list of addresses you may be able to corrupt using the glitch, from the Pokémon Yellow disassembly.

Code: [Select]
wExpressionNumber:: ; d447
ds 1
wPikaPicAnimNumber:: ; d448
ds 1

wPikachuMovementScriptBank:: ds 1  ; d449
wPikachuMovementScriptAddress:: dw ; d44a
wPikachuMovementFlags:: ; d44c
; bit 6 - spawn shadow
; bit 7 - signal end of command
ds 1

wCurPikaMovementData:: ; d44d
wCurPikaMovementParam1:: ds 1 ; d44d
wCurPikaMovementFunc1:: ds 1 ; d44e
wCurPikaMovementParam2:: ds 1 ; d44f
wCurPikaMovementFunc2:: ds 1 ; d450
wd451:: ds 1 ; d451
wCurPikaMovementSpriteImageIdx:: ds 1 ; d452
wPikaSpriteX:: ds 1 ; d453
wPikaSpriteY:: ds 1 ; d454
wPikachuMovementXOffset:: ds 1 ; d455
wPikachuMovementYOffset:: ds 1 ; d456
wPikachuStepTimer:: ds 1 ; d457
wPikachuStepSubtimer:: ds 1 ; d458
ds 5
wCurPikaMovementDataEnd:: ; d45e
ds wCurPikaMovementData - @


wPikaPicAnimPointer:: dw ; d44d
wPikaPicAnimPointerSetupFinished:: ds 1 ; d44f
wPikaPicAnimCurGraphicID:: ds 1 ; d450
wPikaPicAnimTimer:: ds 2 ; d451
wPikaPicAnimDelay:: ds 1 ; d453
wPikaPicPikaDrawStartX:: ds 1 ; d454
wPikaPicPikaDrawStartY:: ds 1 ; d455

wCurPikaPicAnimObject:: ; d456
wCurPikaPicAnimObjectVTileOffset:: db ; d456
wCurPikaPicAnimObjectXOffset:: db ; d457
wCurPikaPicAnimObjectYOffset:: db ; d458
wCurPikaPicAnimObjectScriptIdx:: db ; d459
wCurPikaPicAnimObjectFrameIdx:: db ; d45a
wCurPikaPicAnimObjectFrameTimer:: db ; d45b
ds 1
wCurPikaPicAnimObjectEnd:: ; d45d

ds 18

wPikachuHappiness:: ds 1 ; d46f
wPikachuMood:: ds 1 ; d470
wd472:: ds 1 ; d471
wd473:: ds 1 ; d472

ds 1

wd475:: ds 1 ; d474

ds 4

wd47a:: ds 1 ; d479

ds 24

wd492:: ds 1 ; d492

ds 1

wSurfingMinigameHiScore:: ds 2 ; 4-digit BCD little-endian
ds 1

wPrinterSettings:: ds 1
wUnknownSerialFlag_d499:: ds 1 ; d498
wPrinterConnectionOpen:: ds 1 ; d499
wPrinterOpcode:: ds 1 ; d49a
wd49c:: ds 1 ; d49b

ds 19

wNumSigns:: ; d4af
; number of signs in the current map (up to 16)
ds 1

wSignCoords:: ; d4b0
; 2 bytes each
; Y, X
ds 32

wSignTextIDs:: ; d4d0
ds 16

wNumSprites:: ; d4e0
; number of sprites on the current map
ds 1

; these two variables track the X and Y offset in blocks from the last special warp used
; they don't seem to be used for anything
wYOffsetSinceLastSpecialWarp:: ; d4e1
ds 1
wXOffsetSinceLastSpecialWarp:: ; d4e2
ds 1

wMapSpriteData:: ; d4e3
; two bytes per sprite (movement byte 2, text ID)
ds 32

wMapSpriteExtraData:: ; d503
; two bytes per sprite (trainer class/item ID, trainer set ID)
ds 32

wCurrentMapHeight2:: ; d523
; map height in 2x2 meta-tiles
ds 1

wCurrentMapWidth2:: ; d524
; map width in 2x2 meta-tiles
ds 1

wMapViewVRAMPointer:: ; d525
; the address of the upper left corner of the visible portion of the BG tile map in VRAM
ds 2

; In the comments for the player direction variables below, "moving" refers to
; both walking and changing facing direction without taking a step.

wPlayerMovingDirection:: ; d527
; if the player is moving, the current direction
; if the player is not moving, zero
; map scripts write to this in order to change the player's facing direction
ds 1

wPlayerLastStopDirection:: ; d528
; the direction in which the player was moving before the player last stopped
ds 1

wPlayerDirection:: ; d529
; if the player is moving, the current direction
; if the player is not moving, the last the direction in which the player moved
ds 1

wTilesetBank:: ; d52a
ds 1

wTilesetBlocksPtr:: ; d52b
; maps blocks (4x4 tiles) to tiles
ds 2

wTilesetGfxPtr:: ; d52d
ds 2

wTilesetCollisionPtr:: ; d52f
; list of all walkable tiles
ds 2

wTilesetTalkingOverTiles:: ; d531
ds 3

wGrassTile:: ; d534
ds 1

ds 4

I unfortunately don't know why the freezes from Pikawalk occur, but the reason why it can wipe the save may be related to the game filling the memory with 00 39 and affecting the SRAM.

As is documented, you can also use the Pikawalk for:

*Arbitrary code execution using glitch signs.
*To corrupt Pikachu's happiness/emotions.
*To enable 255 hours play-time.
*To create a 'Super Glitch City' (a Glitch City with an invalid tileset).
*To get the S.S. Ticket while Bill is still a Pokémon.
*To corrupt Trainer data.
100
Update: Program is finished, and can now be downloaded from Here

Also sorry for double posting.
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