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Pages: [1] 2 3 ... 10
1
Thanks! I believe this will work the same in all European non-english games but I can't say for sure :)
2
The ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?

Yes, edgeemu being first on the search list, second for Pocket Monsters Pikachu. Thanks. I did think of searching "Japanese Pokemon Yellow"and "Pocket Monsters Yellow" But I never thought they would be named in Japanese form. Thank you. Although, Pocket Monsters Midori one said "Rev A" which means it could be v1.1 and not v1.0 because Missingno's back sprite crashes on v1.0, but v1.1 doesn't, so I tried different websites, but they were so uncooperative and I got no luck on that one.

BTW, is the "Official 1st Gen (Red/Blue and Yellow) Glitch Discussion" thread really that inactive? It says last post was September of last year.

You're welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:

https://datomatic.no-intro.org/?page=show_record&s=46&n=1025 (Red 1.0)
https://datomatic.no-intro.org/?page=show_record&s=46&n=1026 (Red 1.1 (Rev A))

https://datomatic.no-intro.org/?page=show_record&s=46&n=1028 (Green 1.0)
https://datomatic.no-intro.org/?page=show_record&s=46&n=1029 (Green 1.1 (Rev A))

https://datomatic.no-intro.org/?page=show_record&s=46&n=1021 (Yellow 1.0)
https://datomatic.no-intro.org/?page=show_record&s=46&n=1022 (Yellow v1.1 (Rev A))
https://datomatic.no-intro.org/?page=show_record&s=46&n=1023 (Yellow v1.2 (Rev B))
https://datomatic.no-intro.org/?page=show_record&s=46&n=1024 (Yellow v1.3 (Rev C) but also called "Rev 3")
3
The ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?

Yes, edgeemu being first on the search list, second for Pocket Monsters Pikachu. Thanks. I did think of searching "Japanese Pokemon Yellow"and "Pocket Monsters Yellow" But I never thought they would be named in Japanese form. Thank you. Although, Pocket Monsters Midori one said "Rev A" which means it could be v1.1 and not v1.0 because Missingno's back sprite crashes on v1.0, but v1.1 doesn't, so I tried different websites, but they were so uncooperative and I got no luck on that one.

BTW, is the "Official 1st Gen (Red/Blue and Yellow) Glitch Discussion" thread really that inactive? It says last post was September of last year.
4
I guess I have to find the ROM download for Red/Green somewhere else if that's the case. Not to mention the translation was done poorly. I think the text was the only thing that was changed, however it did crash the same way for $DD and $F5 compared to that Pokemon Green Glitch Trainers video, but for some reason, it seems less often for #250 front sprite and completely different result for #234 backsprite. I don't know, the person who made that video probably used VBA because I did hear some error sound a few times, so I guess it might have to do something with how volatile the sprites are in some emulators since in VBA I just tried for testing the sound bank freeze and the English Red/Blue #205 and #211 seem mostly constant, but corruption is the same, could that be due to VRAM inaccessibility? No wonder why it's suddenly more difficult to find an official sprite for those glitch Pokemon since it does vary depending on the timing, even with save states.

A bit off-topic, but:
Speaking of VBA, there is another thing I noticed in difference. The wave channel sounds quieter in VBA than in BGB, actual GBC, and 3DS Virtual Console. Listen carefully in TheZZAZZGlitch's Pokemon glitches and emulator accuracy video and you'll notice it, especially during the Cerulean City and Pokemon Center music. I can identify what emulator they are using just by that alone. It was more noticeable to me since I gotten so used to hearing the VBA volume thanks to currently long absence MissingnoXpert. At that time, I had no knowledge of emulator accuracy until I saw that video, and the first two videos I uploaded were recorded from VBA.

My next goal was to check on Japanese Yellow Glitch Pokemon and try to make a video of it since that GlitchoGaming did not, however, no matter how hard I tried to look for it, I can't seem to find it and people will say "no" of sending people their backup download of it due to rules. Which means unfortunately, I am left out and be unable to mess around and show off those glitch Pokemon myself unless one of you are kind enough to temporarily do it for me. I don't know how much different Japanese Blue's glitch Pokemon are though according to what I have seen, I might have to research on that again in case my memory was wrong.

The ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?

Pocket Monsters Ao (Japanese Blue) has different sprites to Red/Green/Pikachu.
5
I guess I have to find the ROM download for Red/Green somewhere else if that's the case. Not to mention the translation was done poorly. I think the text was the only thing that was changed, however it did crash the same way for $DD and $F5 compared to that Pokemon Green Glitch Trainers video, but for some reason, it seems less often for #250 front sprite and completely different result for #234 backsprite. I don't know, the person who made that video probably used VBA because I did hear some error sound a few times, so I guess it might have to do something with how volatile the sprites are in some emulators since in VBA I just tried for testing the sound bank freeze and the English Red/Blue #205 and #211 seem mostly constant, but corruption is the same, could that be due to VRAM inaccessibility? No wonder why it's suddenly more difficult to find an official sprite for those glitch Pokemon since it does vary depending on the timing, even with save states.

A bit off-topic, but:
Speaking of VBA, there is another thing I noticed in difference. The wave channel sounds quieter in VBA than in BGB, actual GBC, and 3DS Virtual Console. Listen carefully in TheZZAZZGlitch's Pokemon glitches and emulator accuracy video and you'll notice it, especially during the Cerulean City and Pokemon Center music. I can identify what emulator they are using just by that alone. It was more noticeable to me since I gotten so used to hearing the VBA volume thanks to currently long absence MissingnoXpert. At that time, I had no knowledge of emulator accuracy until I saw that video, and the first two videos I uploaded were recorded from VBA.

My next goal was to check on Japanese Yellow Glitch Pokemon and try to make a video of it since that GlitchoGaming did not, however, no matter how hard I tried to look for it, I can't seem to find it and people will say "no" of sending people their backup download of it due to rules. Which means unfortunately, I am left out and be unable to mess around and show off those glitch Pokemon myself unless one of you are kind enough to temporarily do it for me. I don't know how much different Japanese Blue's glitch Pokemon are though according to what I have seen, I might have to research on that again in case my memory was wrong.

Edit - I can't seem to find the Japanese Blue download either.
6
I mean the sprites from the official versions will be added (not English Red/Green); so for instance the front sprite crashers on Red/Blue/Yellow, official Japanese Red/Green v1.0 and v1.1.

Ah I see. cool, that's what i hoped for. ;D
7
Wait? I'm lost. Why are we using the translation now? :O
It acts way differently than the actual Red/Green.
And many glitch pokémon behaves differently.

I went through all the glitch pokémons and documented them all in the translation version last year just for fun, and they differ a lot from the Official Releases.

Ah OK. Yeah, not too surprising given the differences between other languages as well. I mean the sprites from the official versions will be added (not English Red/Green); so for instance the front sprite crashers on Red/Blue/Yellow, official Japanese Red/Green v1.0 and v1.1.
8
Wait? I'm lost. Why are we using the translation now? :O
It acts way differently than the actual Red/Green.
And many glitch pokémon behaves differently.

I went through all the glitch pokémons and documented them all in the translation version last year just for fun, and they differ a lot from the Official Releases.
9
Soon I'm going to check these too on real hardware and add them to the wiki (also made a comment on your video).
Edit: Also if you ever feel like adding these yourself, feel free and it would be greatly appreciated. :) You might need to follow this session error workaround.
10
Hey everyone,

Sorry for bumping, but I've been working on adapting this glitch to european non-english games, as it wasn't demonstrated before to my knowledge.
Basically it works the same way but the textbox starts at $D221, which in our case is not the catch rate but the 5th Pokémon's HP.

In that way, the 4 moves setup using Nidorina works fine but it doesn't require any trade, which makes it easier than in english games. Also there's a slight change in PP for the 6th Pokémon. Here it is:

- 5th Pokémon would be a Nidorina or Nidorino having only 8 remaining HP and no status. It is best if this Pokémon was never stored in the PC otherwise trouble can happen.
- This Pokémon must have 2 'placeholder moves' (typically Bite and Fury Swipes, since it learns both) followed by Double Kick (also learned) and Bubblebeam (TM11).
- The 6th Pokémon can be anything but requires currently 3 PP on its first move (with 3 PP Up used), 38 PP on the second move, and 19 PP for the third move (with 3 PP Up used also).
- The code starts from item 3, so it is performed in a similar fashion than using 4F/wslm.

Of course, many more setups can be found for european games. Any normal Pokémon with 8 HP and no status would nop until moves.

This is great! Awesome find Krys3000. :) So this is another reasonable means of setting up ACE in non-English Yellow.

Is the PC set to $D221 in all non-English European versions or just one or more like the French version?
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