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Recent Posts

Pages: [1] 2 3 ... 10
1
Generation I Glitch Discussion / Re: Pokemon Yellow "Save Abuse" Glitch
« Last post by Parzival on Today at 08:03:37 pm »
You know what's fun?
2
Generation I Glitch Discussion / Re: Pokemon Yellow "Save Abuse" Glitch
« Last post by ISSOtm on Today at 07:07:26 pm »
YOU... YOU...
... UNSTABLE HYBRID !!!!

Sorry, that was mean. How's it going ?

Say that to my face fucker not online and see what happens.


Let's see what happens



3
Actually, it's doable, but differently. Again, DMA hijacking is king.

Concept : (I don't feel like working out the exact details)
VBlank saves registers (push af at beginning, pop af before returning, for example).

Thus, their values are written on the stack.
Code: [Select]
ld hl, sp+X
ld [hl], Y
ld a, $C3
ld c, $46
ret
:)
4
The effect of swapping Pokémon past slot 6 is already possible using Bad Clones, so I'm more interested in the other effects.

Maybe they could be doable "legit" (I'm not really interested in memory edit-only glitches, but that's probably me being too much of a purist) using DMA hijacking, and half-resetting the game by jumping in the middle of its init (past the point where it copies the DMA routine, maybe setting a few values beforehand to avoid crashes).

If a modified init is required, the Mail buffer could lend a helpful hand here, by providing a large enough buffer to store the modified init in.

Here's a "guide" that would allow doing that :

Quote
1. Run this code (it's inexact because I don't know the labels and lengths)
Code: [Select]
ld hl, Init ; 0150, IIRC ?
ld de, wMailBuffer
ld bc, MailBufLen
jp CopyMemory ; Copy the "base" init to the buffer
This sets up the code buffer for later.

2. Edit all addresses that have to be patched. You can use the "box names as a memory editor" setup.

3. Write the DMA hijacking routine, which I'll call "SetCEE0ToValue".

4. Run this code.
Code: [Select]
; Set up DMA hijacking
ld hl, PiggybackSnippet ; Must point to "call SetCEE0ToValue" followed by "ld [c], a"
ld bc, 4 << 8 | LOW(DMARoutine)

.copyDMA
ld a, [hli]
ld [c], a
inc c
dec b
jr nz, .copyDMA

jp wMailBuffer ; Run our modified game init (which should have been tailed with a jp to ROM)
It's required to set DMA hijacking at the same time as "rebooting", since otherwise you can't do ACE due to the cursor being locked.
5
"Pokemon" beyond the sixth slot are merely other, unrelated data being expressed as Pokemon.
I know that, that's why I said you can switch them with real Pokemon
6
Could some thing like the game memory hacking itself rom hack be done with 8f it would be cool to see the game glitching itself on a real cartridge.

...

????????

I'm going to assume you're reffering to a ROM hack that alters data pseudo-randomly, in which case, no, that cannot be done with 8f under any circumstances. If you want to make a ROM hack, use pokered.
Yeah, it adds some register mixing to VBlank. That's not RAMable.
7
"Pokemon" beyond the sixth slot are merely other, unrelated data being expressed as Pokemon.
8
Could some thing like the game memory hacking itself rom hack be done with 8f it would be cool to see the game glitching itself on a real cartridge.

...

????????

I'm going to assume you're reffering to a ROM hack that alters data pseudo-randomly, in which case, no, that cannot be done with 8f under any circumstances. If you want to make a ROM hack, use pokered.
9
Could some thing like the game memory hacking itself rom hack be done with 8f it would be cool to see the game glitching itself on a real cartridge.
10
Generation II Glitch Discussion / Re: "The Ghost of Glitch City"
« Last post by 0ErrorYT on Yesterday at 11:41:54 pm »
Auto input is what's used in stuff like the DUDE catching tutorial. It's controlled by a few addresses. Due to the trainer being a glitch, it will take most of its data from unrelated memory addresses, (including what she says). In the video, you can see the trainer class is a glitch taking some data from the move descriptions or TM descriptions (Zap cannon comes to mind) and in the video the player uses a GS code to change the trainer class to a valid one in order to fight her. Back to auto input, due to it taking data from unrelated memory addresses, the battle may have been flagged as a auto input battle, or the memory address corrupted by the glitch textboxes. Hope I answered some of your questions  :)
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