Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - ISSOtm

Pages: [1] 2 3 ... 67
1
General Discussion / Re: Finnegans Wake: Super Glitch, The Book
« on: October 15, 2018, 01:29:24 am »
On one hand, I'm not convinced at all by all of this, and I was even gonna write a large post explaining why; but it doesn't matter in the end, because it's up to each. Ff you like digging into that particular book, well, whatever floats your boat!
2
Using Game Genie or modifying the ROM won't work properly; if it's in the ROM (and it's an invalid op), then it has to be some other data; modifying the game's data will have it malfunction, eventually. Skippiing invalid ops with Jump to cursor (protip: shortcut is $F6) is a viable, albeit tedious solution.
3
General Discussion / Re: Finnegans Wake: Super Glitch, The Book
« on: October 14, 2018, 01:16:00 pm »
I simply see that as people reading hard in something just random. Of course you can always find some sense in anything if you look hard enough. (I think there's a math theory about that.)
I completely dismiss this book, tbh. It's much less interesting than any other book because it doesn't tell a story -- you have to look hard to find meaning that you artificially constructed. There's no need for a book to do that.
4
What!? BGB doesn't require anything from you other than resetting the emulator, which is right-clicking the screen, and choosing "Reset Gameboy".
5
You can't discover more glitches in the games with that.
At best you'd discover glitches with the emulator you've made, but then you just made the emulator to do taht.

Why bother making the emulator any accurate, then? Just make a program that takes the ROM as input, and spews random garbage to the screen; what does make it different from the "bugs" you're describing?
If the emulated game has bugs that don't occur on an actual console, then they're not glitches. End of the story.
6
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: October 08, 2018, 01:53:37 pm »
SLEP TAYTE SKULLOW
7
Apparently it's the other link variable that controls the Trainer sprite. Set $D12B ($D12A in Yellow) to any non-zero value.

Source.
Also it's likely to cause other effects, maybe the battle getting stuck on "Waiting..!"
9
You can easily answer that by copying my code into GBZ80toitems.

That website seems to be broken - no matter what I paste into the the input box the corresponding items box always tells me to type something in the input box. The compile button also doesn't do anything - the corresponding item box does not change and I get this error message after pasting your second code in.

Code: [Select]
codeElem.innerText is undefined (line 1635)
Stack trace :
compile@https://eldred.fr/gbz80toitems3/compiler.js:1635:3
@https://eldred.fr/gbz80toitems3/compiler.js:1879:4
n.event.dispatch@https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js:3:12392
n.event.add/r.handle@https://ajax.googleapis.com/ajax/libs/jquery/1.12.4/jquery.min.js:3:9156
Oh crap dang s**t oh no shoot, an internal error. Luckily it's been reported properly, I could try debugging it. :p
10
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: September 30, 2018, 02:22:44 pm »
Why not? I'd just make sure to keep a Goomba nearby to revert, just in case it turns bad.
12
Again, the corruption flips flags outside of their intended use. Simply enough, the corruption sets the flag that tells the game that it's linked, and that flag being set causes the game to load Red's sprite.

How do you manually set that up?
Just set bit 6 of D72E.
Code: [Select]
ld hl, $D72E
set 6, [hl]
13
Pokémon Discussion / Re: New Pokemon Revealed
« on: September 27, 2018, 09:54:42 am »
I'm suspicious that they could be exclusive Pokémon put in the games just so the Living Dexers buy the games. Dunno. They don't seem very inspired either.... although that's been told a thousand times already, huh?

On an unrelated note, it's funny that this is brought up shortly after the Spaceworld leaks, where Ditto had an evolution. Makes me wonder if they didn't get some ideas from the scrapped mons?
14
Again, the corruption flips flags outside of their intended use. Simply enough, the corruption sets the flag that tells the game that it's linked, and that flag being set causes the game to load Red's sprite.
15
The way the sprite visual corruption works is, the game has a global flag that tells the decompression routine to decompress tiles (8x8 pixel squares, the unit of Game Boy graphics) in a flipped manner. It's also passed a destination parameter, which tells into which of the Game Boy tiles it must put the result. But, the tiles are always drawn in the same order, just individually flipped.
Usually the flag is set during Pokédex drawing, and cleared afterwards. However, glitches may st this flag to a non-zero value outside of the normal context, and the game isn't programmed to put it back to zero. Therefore sprites are drawn flipped when the game isn't expecting them to.

The way the sprites are drawn on the battle screen is like so:
1. Call sprite draw for opponent Pokémon (this function is also used for the Dex, so it expects either flip or not flip)
  a) Call sprite decompression into area designated for opponent Pokémon
  b) Is it flipped?
  c) Yes, draw tiles in a flipped arrangement (to be consistent with the tiles' pixels being flipped)
  d) No, draw tiles in an unflipped arrangement
2. Call sprite draw for player Pokémon (Red's sprite is just a special Pokémon sprite, actually!)
  a) Call sprite decompression into area designated for player Pokémon
  b) Draw tiles in an unflipped manner (the devs knew this function would never be called with flipped sprites, so they spared some code)

Things fall apart when sprites are flipped during battle - the player Pokémon (and by extension, Red) appear corrupted because of a half-done job: the tiles have been flipped, but their arrangement wasn't.

As for why any animation causes the opponent to break, it's for the exact same reason! Battle animations expect an unflipped tile arrangement, and enforce it for the same reason that the player Pokémon routine does. Therefore it break, woopsies.

And it makes sense why viewing a Dex entry fixes everything: it sets the flag (already set, so no problem) to draw the Dex Pokémon, then unsets the flag, and everything's right again!
Pages: [1] 2 3 ... 67