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Lab γ: Video Games and Glitches Discussion => Pokémon Glitch Discussion => Generation I Glitch Discussion => Topic started by: Abwayax on March 12, 2006, 12:22:10 pm

Title: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on March 12, 2006, 12:22:10 pm
Here you can discuss First Generation glitches like R/B's A, PkMn, .4, and Charizard 'M... Yellow's 3TrainerPok?, X - x, and pPkMnp... and stuff.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: AnimalCrossingAddict on March 12, 2006, 03:05:54 pm
Blok messes up my graphics, and makes my HOF more laughabe
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on March 12, 2006, 03:18:03 pm
Blok messes up my graphics, and makes my HOF more laughabe
Hahahah. I actually like the messed up HOF's.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: AnimalCrossingAddict on March 12, 2006, 04:01:00 pm
me too!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on March 12, 2006, 04:02:32 pm
me too!
Say, have you ever seen Pok?mon with glitchy types or anything in your HOF?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: AnimalCrossingAddict on March 12, 2006, 04:04:57 pm
Well Iv'e seen a lot of glitch blocks and things that says Nosis and Surf and Blasto (My blastoise) and the Gyarados named Mew
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: xparasite9 on March 13, 2006, 10:20:40 pm
lol. mew.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on March 13, 2006, 10:45:40 pm
lol. mew.
Eh. People think Mew is a big deal. It's not. It's not like a great revelation if a three-letter word or a supposedly rare pokemon appears in your HoF.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on March 15, 2006, 07:36:53 pm
Hm once I was messing around with my old red doing MissingNo. hunting right after I did I checked my HoF and man it was badly messed up there was one part of it did freak me out there was a Pokemon CoolTrainer female in there she was normaly but the stuff on the bottem was not..after I checked though page 7 & 8 I almost droped my game in Page 7 was MissingNo. then 8 was 'M
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Zowayix on March 20, 2006, 04:19:42 am
Earlier today, I had been viewing my hall of fame (glitched of course), and this item ball started moving around the screen. o_o
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on March 20, 2006, 07:58:00 pm
Really? that's strange never happened to me rats don't have my old red anymore i would of Glitch hunted so much it would never work again
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: The Glitch Bird on March 26, 2006, 04:34:08 pm
Earlier today, I had been viewing my hall of fame (glitched of course), and this item ball started moving around the screen. o_o
:o
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on March 26, 2006, 06:22:03 pm
Earlier today, I had been viewing my hall of fame (glitched of course), and this item ball started moving around the screen. o_o
:o
Posting just an emoticon is pointless, and stupid, therefore SPAM. *asks everyone politely to read the rules, in case they have not*
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on March 26, 2006, 07:07:42 pm
I already know the rules a item ball moving around the screen that's freaky really weird once I was checking, my old red's glitched well badly glitched HoF right I got to page 105 right, I saw this Pokemon like um a Pikachu like a Bulbasaur I saw once in my HoF like your avi Abwayax  right and it had well one  h*ll of a long cry it was like MissingNo.'s but bit diffrant it last about i dunno 5 mins until my game froze at page 106, there was a black screen a small red Pixel, there in the right corner on my screen then the sound stopped then this buzzing sound was heard then I pressed, B nothing happened I pressed A but still nothing so I turned off my Game Boy Color and tried again it was like it again but, it never froze the buzzing was back but was about to go to 107 until it crashed so I never got the chance to see  how badly damaged it was until have to restart the hole game and redo it all.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Robjoe1107 on March 31, 2006, 11:24:42 pm
I've been wandering... what up the Yellow version MissingNO.? I've looked around the site a bit, but didn't find anything about MissingNO.'s Yellow doppleganger. So, can I obtain it without a Gameshark? And what will it do if I capture it? I apologize in advance if I overlooked it on the main site about it.

And also, I quite enjoyed the site, as it opened my eyes up to many glitches besides R/B MissingNO. and the Ditto Trick. I applaud your efforts. :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on April 01, 2006, 10:49:01 am
I've been wandering... what up the Yellow version MissingNO.? I've looked around the site a bit, but didn't find anything about MissingNO.'s Yellow doppleganger. So, can I obtain it without a Gameshark? And what will it do if I capture it? I apologize in advance if I overlooked it on the main site about it.

And also, I quite enjoyed the site, as it opened my eyes up to many glitches besides R/B MissingNO. and the Ditto Trick. I applaud your efforts. :)
The site is quite incomplete. I should have the Yellow MissingNO. page up soon. Perhaps even today. I have to get to work on studying Yellow glitches (if you noticed, the R/B glitchdex has around 50 pages while the Yellow has only 8 or so).

It can be obtained without gameshark. There is a process detailed here (http://nemesistx_1.tripod.com/profglitch/missingyellow.htm) (this is from my ye olde Tripod site, which is this site's ancestor).

Oh, and welcome. I've seen you around SWS2B, I believe. ;)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on April 02, 2006, 04:54:56 am
 Whoa that's intrested me hm I might have to try with with my Yellow it's very old, plus it's annoying so when I find my yellow put all my pokemon on my N64 Pokemon Staduim I'll re-start over since I got aload of Pokemon on there so if I used my yellow to catch MissingNo. would it trash my yellow plus my staduim since I've beaten Pokemon Staduim and now tracking down Pokemon Staduim 2 but Not, luck just yet so I'll have to try that I head red the lot I was able to see the Yellow Version pictures of MissingNo.'s other fourms.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Robjoe1107 on April 03, 2006, 07:18:19 pm
Quote
It can be obtained without gameshark. There is a process detailed here (this is from my ye olde Tripod site, which is this site's ancestor).

Oh, and welcome. I've seen you around SWS2B, I believe.

Ah, excellent. Would I be correct in assuming that it's the special stat of the Channeler's last Pok?mon that's triggering MissingNO.? And yea, I'm around SWS2B a lot. But I'm a pok?freak too though, as you see. =P
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on April 03, 2006, 08:02:42 pm
Quote
It can be obtained without gameshark. There is a process detailed here (this is from my ye olde Tripod site, which is this site's ancestor).

Oh, and welcome. I've seen you around SWS2B, I believe.

Ah, excellent. Would I be correct in assuming that it's the special stat of the Channeler's last Pok?mon that's triggering MissingNO.? And yea, I'm around SWS2B a lot. But I'm a pok?freak too though, as you see. =P
Something like that.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on April 05, 2006, 08:40:06 am
 Hm I heard a few years back that MissingNo. was removed from Pokemon Yellow and I've tryed doing the Old Man trick but nothing it no longer works on yellow unless there's a trick to it, so make MissingNo. show up on Yellow?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ACE91 on April 05, 2006, 08:43:53 am
Yep, Yellow MissingNo. does exist. It usually freezes the game, though. The picture on GCL's "Under Construction" page is an example of this. Sometimes, however, the freezing doesn't occur and you can catch it, but I have yet to actually capture it because I used my Master Ball on Yellow before I found out about Yellow MissingNo., so I can't multiply my Master Ball... :(
Oh, here's the picture: (http://glitchcity.ath.cx/images/mn-appears.png)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sasara on April 06, 2006, 06:20:38 pm
I found another variant of the Amazing Man Glitch, but it's the same place as the one on Cinnabar Island, and there's no man on the roof or anything. But you don't use surfing for it. Go into the lab, then out, then walk straight down, then when you reach the south shore, go right, then when you reach the east shore, go up, and when the gym stops you from walking any further, go right to trigger the "Door is locked" message. The man should be behind you. It looks like he is whispering the message to you. :P
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on April 07, 2006, 08:20:39 am
 Hm I'm a glitch Hunter I've been Glitch hunting for 11 years the same time I've been Pokemon Training for but, my old Pokemon book said he is no longer there so, my yellow's still kinda f***ed sometimes but it still works after once I dropped it on my foot when I had a lvl 45 Pikachu Nicknamed 'M or MissingNo. I can't remember that far back :-[ so I did have a Mewtwo Special of 404 but sadly when my brother had it on his staduim his blue wiped his hole data so I've lost my Mewtwo plus from my Fire Red,  I have a Mewtwo speed of 208 witch it's on my Pokemon Box safe and soung plu son y Emrald my Mudkip witch is now lvl 40 Swampert is female as Ruby is Ruby, is my Swellow she's faster then Mudster (my Swampert). So if there's any glitch for yellow I would like to know if it trashes my yellow oh well..
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on April 07, 2006, 10:53:32 am
11 years...? I believe the first pokemon game was released on 1998. They haven't been around for 11 years.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on April 07, 2006, 01:04:41 pm
 I'm in England so it might of came a bit lateish here since when thing's are released out of Japan then they to go America then here most thing's do come late here.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on April 07, 2006, 02:50:51 pm
Still though, only the Japanese have had Pok?mon for over 10 years. :-/
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on April 08, 2006, 06:06:18 am
 Yes I know  but thing's can come late over here like Diamond and Pearl, won't be out until I think 2010 or so I cannot remember when Emerald was going to come out over here they delayed it and put it a few months ahead so we had to wait I think Ocboter, when it was finally released over here.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Robjoe1107 on April 08, 2006, 02:26:40 pm
Europe doesn't get Emerald 'till October? I find that hard to believe. I personally have had it since May 11th, 2005.

Anyway, to the main point of this post. I've found that Z4 evolves at level 205 (into Squirtle). I don't know if you already know the evolution level, but Z4's Glitchdex page says you don't.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on April 08, 2006, 03:06:29 pm
Robjoe: Nope. Great find! *adds*

Title: Hall of Fame Again!
Post by: Glitch Reaper on April 10, 2006, 01:34:11 pm
Here lies another good point. The Hall of Fame (like other things) can only unlock entries, it can't make them up. So what do some of those freaky entries correspond to? It may be a good idea to take some pictures and notes on cries from the Hall of Fame and see what comes up. Can anyone tell me what that one is that has a cry like the "You caught/did something significant jingle?" It also looks somewhat like a cross between Mewtwo and Xatu (I know, wrong Game. But that's what it looks like to me!). I think its type was either Normal/Normal or Normal/Fighting. I may have to hunt it down again, but I won't get an oppurtunity for quite some time. I have very few trainers to go before I complete what GameFaqs started: A complete list of what each trainer in the game gives you with the Ditto Trick from their last in line!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on April 10, 2006, 05:06:13 pm
So you saw a Normal/Normal? Those are 250 (http://glitchcity.ath.cx/glitchdex/redblue?dex=250) variants.

Otherwise if it was Normal/Fighting, then I can't find any pokemon of that type in the Glitchdex. [glitchdex=redblue/p4]P 4[/glitchdex] and [glitchdex=redblue/pokedollar]$[/glitchdex] are the only Fighting-type Glitches in the Red/Blue...

... however, due to the way the game data is structured, there may still be a way of studying your Normal/Fighting/whatever Glitch. I'll elaborate if you want.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Glitch Reaper on April 11, 2006, 10:52:42 am
Please do elaborate. This one has annoyed for months ever since I restarted my Blue to do some heavy glitch research. When I am ready I will go against the Elite Four again (about 4-6 times) and get the Hall of Fame the Missingno. treatment. The Elite Four are also the last few trainers I need for my project. To pull it off on them I will use the teleporting aspect of starting up Glitch City to pull me away from them after beating them. It will just take a lot of walking. More questions: What Glitch Pokemon are "safe" to save on your game? Can the "Capture Flag" method be used to catch all of the ones that only freeze when you see their Dex entry?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchManic on April 18, 2006, 11:51:43 am
I did have a
 'l
in a glitched HOF...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Radio F Software on April 22, 2006, 07:38:39 pm
I love how the Hall of Fame glitch will call from various place of the game's data. As a joke, when I was younger I'd purposely name Gary "F*** UP".

Yeah. Seeing a Magikarp named after him was worth a few laughs with my friends.  ;D
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: xparasite9 on April 26, 2006, 08:37:28 am
What's a capture flag?
Are you sure that the HoF things are real? I thought that they were completely random, sometimes unreproducible jumbles of data.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on April 26, 2006, 09:22:55 am
What's a capture flag?
Are you sure that the HoF things are real? I thought that they were completely random, sometimes unreproducible jumbles of data.
A capture flag is what it sounds like. It's a byte that tells the game you've captured so-and-so pokemon. If you set the capture flag of a glitch by other means (for example, by capturing or encountering another pokemon), then you are spared its dex entry.

And I'm not sure what the deal is with the HoF. There are some patterns to it, but...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokemon_yellow on May 08, 2006, 02:00:45 am
Going too far to the left or right will often get the player stuck in an invisible wall. If one presses Start, often the graphics and pixels of the city will change briefly.

In Pokemon Yellow you may also see Pikachu running in random places.

Whoa that is weird..I can't get into Glitch City yet or use the Mew trick
 :'(
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: popadoc on May 08, 2006, 02:10:06 am
is there a way to get lv.125 mewtwos because I have done it before but I can't seem to do it again in my friends red version[I did it on my blue version,it got corrupted]how can I do it on red?the313@yahoo.comsend the instructions to me I am popadoc.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on May 08, 2006, 02:23:14 am
Restart the game and use Name Generator (http://glitchcity.ath.cx/misc/namegen) to make a name, call yourself that, and then do the Old Man trick.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchManic on May 15, 2006, 06:08:24 am
Or use a BrainBoy and change your name!

 ;) that is a VERY good function
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Wack0 on June 19, 2006, 12:46:01 am
I agree GlitchManiac :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on June 19, 2006, 12:58:22 am
Um, if you have a cheating device wouldn't you simply make it appear with an encounter cheat or something?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Robjoe1107 on June 22, 2006, 08:13:54 pm
So, what's this "ZZAZZ Trick" I've been hearing about? I've seen it mentioned a couple of times before, but the main site says nothing about it. I've used Search Engine as well as looked through myself,  but found nothing helpful. In fact, I don't think I've even heard of ZZAZZ in the first place. So, who is he, is he obtainable without Gameshark, and what's with the trick associated with him?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on June 23, 2006, 12:48:19 am
"ZZAZZ" (or "Exploding Bulbasaur") refers to the effect that happens upon encountering certain glitch trainers. The effect changes your Pokémon to a Bulbasaur whose name has a whole lot of Z's, and gives it 3 or so Explosion moves. It's happened to me once (my Bulbasaur was "ZAZZOZZ"). Unfortuately it's freaking hard to replicate. :/ Most of the times, Glitch Trainers just freeze.

ACE91 and Izwzyzx have pics, I do not.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on June 30, 2006, 12:12:34 pm
Actually, it turns out TRS (WTF?) has this buried in its "Truly Bizarre Glitches" page (one of about three pages there not devoted to Missingno):

Quote
ACE91 writes:
"The first glitch trainer that you battled can be encountered without Gameshark... sort of. You encountered one of the glitch trainers that causes what I call the "ZZAZZ Glitch". I first posted this glitch on Glitch City's forums, but then the database was deleted and the forums were lost so I can't link you to that post...

Basically, the ZZAZZ glitch is what occurs when you encounter a glitch Trainer by using HEX 251, 252, 254, or 255 in the Mew Ditto Glitch. You encounter a glitch trainer that turns all of your Pokémon into Level 153 Bulbasaurs with Explosion, and some of the letters in your name are replaced with Z's, hence the "ZZAZZ" that I got. You can't fight this Trainer, because the game freezes if you attack. However, there is a way to escape the battle with your Pokémon turned into Bulbasaurs. Use an item (Any item will do) and the battle will mysteriously end. You'll be left with a team of exploding Bulbasaurs. Of course, if you save after performing this glitch, your game is erased. Therefore, it's kind of pointless.

BTW, there's a pattern to this glitch: Bulbasaur is HEX 153, Explosion is HEX 153, the letter Z is HEX 153, and the Bulbasaurs are Level 153. The glitch just sets all of the game's variables to HEX 153."
So why the hell does TRS have it and not us? Especially when it comes from Ace himself?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Robjoe1107 on July 03, 2006, 10:29:17 pm
AHA! So glitches can erase your game! *shot* But anyway, that is interesting indeed. I wonder why the game would use 153? And moreover, why does this happen in the first place? I know these probably can't be answered, but that doesn't stop me from thinking...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sasara on July 03, 2006, 10:40:54 pm
AHA! So glitches can erase your game! *shot* But anyway, that is interesting indeed. I wonder why the game would use 153? And moreover, why does this happen in the first place? I know these probably can't be answered, but that doesn't stop me from thinking...

Maybe because there is a $99 byte in the data that the glitch trainer or the glitches caused by it uses for all those bulbasaur and Z's.

And if both of these numbers in the hex number are 9, then could the byte be from something that uses decimal numbers for its value? Like money? Did you have a 99 in your money when you did the glitch, Abwayax?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on July 04, 2006, 01:14:36 am
 Hm a team of exploding Bulbasaurs, interesting very interesting, I would try it on my Yellow but I can't 'till I get a new one, but 'a team of exploding Bulbasaurs' sounds strange also interesting I'l have to try that sometime
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: AnimalCrossingAddict on July 04, 2006, 05:16:36 am
The Zzazz glitch sounds really cool.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on July 04, 2006, 05:28:59 am
 Never heard of that glitch does is 'it' like and does 'it' look like?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: AnimalCrossingAddict on July 04, 2006, 05:47:14 am
The ZZAZZ turns all your pokemon into bulbasaurs that know explosion
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on July 04, 2006, 08:19:15 am
 Really? Thats one weird Glitch..
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ACE91 on July 05, 2006, 08:59:17 am
Actually, it turns out TRS (WTF?) has this buried in its "Truly Bizarre Glitches" page (one of about three pages there not devoted to Missingno):

Quote
ACE91 writes:
"The first glitch trainer that you battled can be encountered without Gameshark... sort of. You encountered one of the glitch trainers that causes what I call the "ZZAZZ Glitch". I first posted this glitch on Glitch City's forums, but then the database was deleted and the forums were lost so I can't link you to that post...

Basically, the ZZAZZ glitch is what occurs when you encounter a glitch Trainer by using HEX 251, 252, 254, or 255 in the Mew Ditto Glitch. You encounter a glitch trainer that turns all of your Pok?mon into Level 153 Bulbasaurs with Explosion, and some of the letters in your name are replaced with Z's, hence the "ZZAZZ" that I got. You can't fight this Trainer, because the game freezes if you attack. However, there is a way to escape the battle with your Pok?mon turned into Bulbasaurs. Use an item (Any item will do) and the battle will mysteriously end. You'll be left with a team of exploding Bulbasaurs. Of course, if you save after performing this glitch, your game is erased. Therefore, it's kind of pointless.

BTW, there's a pattern to this glitch: Bulbasaur is HEX 153, Explosion is HEX 153, the letter Z is HEX 153, and the Bulbasaurs are Level 153. The glitch just sets all of the game's variables to HEX 153."
So why the hell does TRS have it and not us? Especially when it comes from Ace himself?
I didn't intend for Rose to use this--at least, I don't think I did. I posted this on TRS forums, and Rose put it under "Truly Bizarre Glitches" after I posted it. I honestly don't remember whether I said that she could or not.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on July 05, 2006, 09:50:37 pm
Eh, I suppose she just goes through the forums and chooses new discoveries to put on her site. I truly don't have an issue with her using my stuff (she has the entire Melchior 1 (with my permission) and several posts I made about "Truly Bizzare Glitches"). I wouldn't be a stickler - at least we have the info again (it was lost to the old forums, and it wasn't reposted to SGAF), so it's good she had it on her site.

I was just wondering why she'd have such a thing that was on our forums. No biggie - I don't think it's right to "copyright" information that should be spread freely to the internet.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on July 06, 2006, 01:51:25 pm
http://thefoobar.ath.cx/users/main/lol_missingno.htm

Pics of the "ZZAZZ" Effect are below ("ZuZZeZZaZZ")
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokemon_yellow on August 17, 2006, 04:20:07 pm
http://thefoobar.ath.cx/users/main/lol_missingno.htm

Pics of the "ZZAZZ" Effect are below ("ZuZZeZZaZZ")
That link does not work
its a 404
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on August 19, 2006, 03:50:17 pm
He probably moved it. That's Izzy's site there.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokemon_yellow on August 19, 2006, 05:13:33 pm
He probably moved it. That's Izzy's site there.
Oh Okay..
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Newo on September 03, 2006, 12:03:19 pm
When I did "ZZAZZ" I got over 6 pokemon in my party......
....
....
....
...Before my game got wipe by me saving!!

How do you use that glitch without bad effects?!

Edit: I Don't know how but I did it again and I survived! And if you do the Old man thing you find Bulbasaurs at Lv 153 and 'M Lv 153 which have pound.....I made A topic about the advanced 'Ms but no-one seems to have replied except 'Wild MissingNo. appeared!'
 PLEASE REPLY  (http://forums.glitchcity.ath.cx/index.php/topic,481.0.html)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: philip1992 on September 24, 2006, 12:16:57 pm
Well i manage to get over the fence. South of pallot town and it come up Wild MEW appered. Thats really a missingno.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Newo on September 24, 2006, 12:21:02 pm
On my game I also managed to get it to say a wild Mew appeared......It had a picture of a bulbasaur.
I think the reason for this Mew appearing is because I had just battled my brother on Blue and had lost against his lv240 Mew and I strangely appeared outside the Pokemon centre and encountered the mew with the same stats as my brother's???
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: philip1992 on September 24, 2006, 12:30:52 pm
Bet you cant beat the game without a Pokemon.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokemon_yellow on September 30, 2006, 02:11:13 pm
Do you mean with or without a gameshark.Because it is possible with a GS.

And also,if you use a GS surf south of Pallet town to the patch of grass encounter a pidgey or something and battle with a pokemon.That you never cuaght.Its a glitch (durr)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: philip1992 on October 01, 2006, 01:17:47 pm
With gameshark.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Boxman on February 13, 2007, 11:40:28 pm
Currently I'm studying the effects of the  superglitch...

(http://img240.imageshack.us/img240/7853/hitmonnodz7.jpg) (http://imageshack.us)
After using the superglitch,I ran, next battle missingno. becomes hitmonchan...

------------------------------------------

(http://img240.imageshack.us/img240/1490/smovestn8.jpg) (http://imageshack.us)
A strange moveset for a strange glitch...

--------------------------------------
(http://img20.imageshack.us/img20/9987/thatsnokangiskhanjz1.jpg) (http://imageshack.us)

Errrr, I was expecting more along the lines of Kangaskhan, or Rhydon...


Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: m on February 18, 2007, 10:21:31 pm
the missingo glitch :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on February 18, 2007, 11:39:18 pm
the missingo glitch :)
What about it?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: m on February 21, 2007, 10:08:07 pm
i like the flying pikachu sprites around the screen glitchs - hppens only in glitch city when you havesome weird code on i dunno what -
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: m on February 25, 2007, 09:20:33 pm
i kinda have a good question if that glitch appeared (missino and m) then who proggramed it if it was never programmed to be in the game? or did they already program it for fun???



im still wondering why...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Nuke on February 27, 2007, 05:47:49 pm
Well, MissingNo. is kind of like R/Bs version of an error message. The game doesn't know what to do, so it basically spits out the glitch pokemon we know and love. (or hate...)

By the way, can anyone tell me how to get a pokemon past level 100? Is it a GS code or something?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Newo on February 27, 2007, 06:45:11 pm
Umm.....No. You need a certain names to get Pokemon over 100 or trainers.

Eg. If you have Punctuation in 3rd, 5th or 7th letter of your name you will get Trainers.

(We don't want people searching for hours on end to find nothing)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on February 28, 2007, 12:06:29 am
You can also use the Q Trick (http://glitchcity.info/docs/q) to "merge" the Pokemon you want to be over 100 into a Pokemon caught via the Old Man trick.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Poliwhirl M on March 01, 2007, 11:58:08 pm
A week ago, I did the old man glitch and found, caught, and raised a few lv. 164 Magnemite (x3) and lv. 177 Ponyta (x5), but they turned back to their final evolution at level 100, but still listen to me. Note: I got only 5 badges when that happened. o_0
I also was able to get infinite Rare candies, Ultra Balls, Poke Dolls, and Great Balls while doing it, too.

Before that, I got a lv. 30 Mew using the glitch and nothing bad happened. (i.e. freezing, crashing, etc.)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Abwayax on March 02, 2007, 12:21:18 am
Before that, I got a lv. 30 Mew using the glitch and nothing bad happened. (i.e. freezing, crashing, etc.)
You mean the Old Man trick? There is no letter that causes Mew to appear via Old Man trick.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Poliwhirl M on March 02, 2007, 10:42:24 am
No the Mew Glitch.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Newo on March 02, 2007, 12:48:21 pm
Glitch Ryhdons are the best because you can actually raise them up to Lv145 without Rare Candies at all from Lv 100. But trust me this take a VERY long time.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Boxman on March 02, 2007, 06:03:01 pm
I just found a wild butterfree in viridian forest and a wild dratini (now a dragonair) on the water route east of cinnabaron my blue version o_0
I know know this doesn't  happen normally and this is my file WITHOUT the TMtrainer effect,so what is happening? This all happened after I caught my second chisai-u(Japanese symbol glitch)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: m on March 07, 2007, 07:04:40 pm
i like it when pikachu comes ou of it ball in yella version and look like a 6464 in a square its funny




how do i do that!!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Slax on June 05, 2007, 02:11:17 am
Man I did the coolest thing earlier today with my yellow. I turned on walk through walls in the beginning of the game after I left my house, I went into the grass and had Prof. Oak battle Misty/Glitch pokemon (EB). And for him to catch anything I had to enable Steal Trainers Pokemon gameshark code as well. When he cought the glitch pokemon, instead of walking to his lab, he walked to the left off the screen while my character walked straight down without the screen moving. Oak and the player character just repeated that, like on pacman (Going from left and appearing on the right) and then suddenly there were like 8 or nine of the player sprites running random places across the screen. It rocked.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MissingNoGuy55 on October 19, 2007, 05:49:58 pm
Glitch Ryhdons are the best because you can actually raise them up to Lv145 without Rare Candies at all from Lv 100. But trust me this take a VERY long time.

I remember doing that. Good times...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Verinin on November 02, 2007, 06:52:53 am
Using special name in Old Man Glitch you can find Glitch Trainers...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sorreah on November 07, 2007, 07:23:59 pm
Yep, that's an old one. Try put ? in the third, fifth, or seventh slot and see what you get :P

Oh yeah, ZZAZZ could turn the second Pokemon in your slot in a Starmie instead of a Bulbasaur. Personal experience. Dunno how common that is, though. I'd like to note that I couldn't access the party screen normally, so I had to look at the stats via PC.   
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MissingNO. #1 Master on November 08, 2007, 01:48:17 am
Could have something to do with Starmie being before Bulbasaur in the hex list.

Starmie = 98
Bulbasaur = 99


For the record:

Crabhammer = 98
Explosion = 99
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Newo on November 08, 2007, 12:43:21 pm
I finally found why glitch Rhydons work like they do.

It is down to the fact that they have two places where they can get the data on what pokemon it is. If the pokemon turns to Rhydon in a certain way, it only changes the outside data, but not the inside stats data.
The reason for it's ability to grow to very high levels is caused by the difference in between the data on the inside pokemon's level 100 exp stat and the outside pokemon's level 100 exp stat.
Because MissingNo is the inside stat and it needs a low amount of exp to get to level 100 and the actual limiter is the outside stat, so it can exceed 100 because the limiter allows it to.

MissingNo. level 100 limiter is 345420 and Rhydon's is 1250000
The difference allows 92 extra levels.

Strictly speaking, because a Q glitch hybrid also has a difference in data, you could hybrid MissingNo's stats onto a pokemon, and then exceed level 100. If there was a pokemon that required less exp again, you could get higher levels again.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sorreah on December 05, 2007, 11:27:49 am
That's really cool  ;). Would it be possible to have a Pokemon hybridized to naturally reach Lv. 255?

That could explain the Starmie. ZZAZZ doesn't strictly stick to the 153 value, though it heavily favors it. Oh, and someone else (Drakkar, I believe) said that he got a blank name the other day when he did ZZAZZ. Any ideas about that?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on December 05, 2007, 02:06:43 pm
I finally found why glitch Rhydons work like they do.

It is down to the fact that they have two places where they can get the data on what pokemon it is. If the pokemon turns to Rhydon in a certain way, it only changes the outside data, but not the inside stats data.
The reason for it's ability to grow to very high levels is caused by the difference in between the data on the inside pokemon's level 100 exp stat and the outside pokemon's level 100 exp stat.
Because MissingNo is the inside stat and it needs a low amount of exp to get to level 100 and the actual limiter is the outside stat, so it can exceed 100 because the limiter allows it to.

MissingNo. level 100 limiter is 345420 and Rhydon's is 1250000
The difference allows 92 extra levels.

Strictly speaking, because a Q glitch hybrid also has a difference in data, you could hybrid MissingNo's stats onto a pokemon, and then exceed level 100. If there was a pokemon that required less exp again, you could get higher levels again.
Ah! Thanks, now I finally know how the glitch Rhydons work!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: 007 on December 05, 2007, 02:11:06 pm
That's really cool  ;). Would it be possible to have a Pokemon hybridized to naturally reach Lv. 255?

That could explain the Starmie. ZZAZZ doesn't strictly stick to the 153 value, though it heavily favors it. Oh, and someone else (Drakkar, I believe) said that he got a blank name the other day when he did ZZAZZ. Any ideas about that?
Yes.  I'd think you'd have to have an evolution Pokemon, but I did this shortly after reading that post, and made a L255 Electrode with the same refinements as my L100 one.  Ideally, catch a L0 Missingno. (though I was content with catching a L160 and taking it to 0), throw all the desired moves on the hybrid through leveling up or TM, Candy to 100, go battle the Elite Four to gain a level, shove that guy on the unevolved form of your desired final product, and Candy to 255.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sorreah on December 06, 2007, 08:24:26 pm
Sweet. I should try that.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: iammissingnotheglitch on March 26, 2008, 06:30:39 pm
You know, 'M evolves into Kangashan. I wonder, maybe the programmers got lazy and made 'M and Missingno. because of forgetting Baby Kangashan
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on March 26, 2008, 06:32:30 pm
You know, 'M evolves into Kangashan. I wonder, maybe the programmers got lazy and made 'M and Missingno. because of forgetting Baby Kangashan
Nah, they would have done it later. And if 'M was a beta form or something, that wouldn't work either as Kangaskhan is early in the hex (right after Rhydon).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on March 26, 2008, 07:18:04 pm
That's bizard, since I've lvled MissingNo., and 'M in the past, on my cartridges in the past and, neither ever tried to evolve.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Photon-Phoenix on March 27, 2008, 02:17:33 pm
I'm going to clear up some things.

'M is called 'M not 'M block.

'M evolves at Lv. 1 to a Kangaskhan and I think Lv. 136 to a Clefaery

MissingNo. doesn't evolve ever.

'M is a beta for nothing.

MissingNo. Is not a beta baby Kangaskhan.

The programmers ONLY made R/B non-fossil ghost MissingNo and inadvertantly made the fossil and ghost ones.  MissingNo. did not exist in Green and the Yellow MissingNo. was copied from R/B and glitched later on in development of Yellow since the developers thought that you could not encounter MissingNo. in any non-hacking way after they fixed the east coast of Cinnabar Island.

The developers did create the fossil and ghost MissingNo. sprites, but not the pokemon.  These MissingNo. were probably corrupted by the sprites since the sprite is part of the error trap known as MissingNo.  Since the hexes had information of the sprite in their hex slots, the error trap didn't trigger.  That's why they take the 6th pokemon's stats and attacks.

Also, Prof. Sherkel, almost no evolution's hex is next to it's pre-evo's hex.  R/B/Y/G hex tables are basicly arranged by a dart board from hexes 01-BE and the darts on the board are non-missingno pokemon to say the least of how messy it is.

It is probably like this way due to the fact that evolving of pokemon was later implemented in a later build of a beta.  The developers probably didn't want to rearrange the hexes so they just left it as it was.

I think that pretty much covers it.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on March 27, 2008, 10:03:22 pm
I know when you catch, 'M, there will be another one with no sprite, but when you catch that, it'll be a lvl 1 Ditto.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MissingNO. #1 Master on March 30, 2008, 05:45:19 am
Actually, the ghost and skeletal MissingNO. DO exist in Green.

(http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/GreenSkel1.jpg)
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/GreenSkel2.jpg)
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/GreenMissingNO.jpg)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on March 30, 2008, 06:02:32 am
Awesome. I'm gonna be searching them, later. I don't know about L MissingNo. I doubt he'll exsit, there. I'm sure the last one says: Rei Kesutsuban appeared! Or, rival sent out. Sorry, my Japanese isn't very good.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on April 03, 2008, 06:48:59 pm
Actually, the ghost and skeletal MissingNO. DO exist in Green.

(http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/GreenSkel1.jpg)
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/GreenSkel2.jpg)
(http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/GreenMissingNO.jpg)
The second's just a Ghost. Unless that is the "MissingNo.".
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lauryn the Arisen on April 04, 2008, 09:30:22 pm
Since, when was the Ghost, of Levender Town's Lost Tower, lvl 2? He's way above lvl 2. Rei Ketsuban, I beileve, that is. I've not tried, seeing them yet, on my other 2, emulator's just yet so, I'll soon find out. Rei Ketsuban - Ghost MissingNo. But, we'll soon see, won't we?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Newo on April 05, 2008, 05:02:42 am
Did anyone at all consider asking me?
Yes, There are all the MissingNo in Green, but 'M and standard MissingNo are instant crashes. But Fossil and Ghosts are the the ones shown.

To Gary's point, rearranging data is very messy.
And I believe that the Fossil and Ghosts are a little bit more than sprite data, as they copy data... but I am not 100% sure why. Maybe something to do with the fact that Ghost has to fill in for any pokemon, and assumingly the fossils do as well.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: glitchuntress on April 05, 2008, 11:13:33 pm
You know what's weird.
When I go to Viridian City in yellow that old man isn't there but if I go into the mart there then come out he oddley enough appears.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Missing? NO! on April 06, 2008, 08:44:29 am
You know what's weird.
When I go to Viridian City in yellow that old man isn't there but if I go into the mart there then come out he oddley enough appears.
Amazing old man!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Antipathy on April 14, 2008, 02:17:53 am
I was recreating the Mew glitch in Yellow and found some neat things not mentioned on the main site.

Using a Machoke (Special #50, which would get you Missingno.), if you go through all the steps except the last (entering a route so the start menu appears) and change boxes in Bill's PC, then completing the last step, a text box appears, and dots come up. They stop after completing one line, then the game freezes.

Also using the same Machoke, if you go to Unknown Dungeon instead of Cinnabar Island to encounter the wild Ditto, then complete the rest of the steps, the menu bars pops up like usual, but after you exit out and the screen goes black, it stays there for longer than usual. Then the battle screen pops up. You appear and Missigno appears as a block, but instead of the normal text it says "Missingno. is trying to learn". There's also a down arrow, which indicates that more text will follow. However, when you press A, the same words appear. This keeps going, so I eventually reset my game.

This may have been mentioned before, but I figured it wouldn't hurt to post.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: glitchuntress on April 14, 2008, 07:11:51 am
I was recreating the Mew glitch in Yellow and found some neat things not mentioned on the main site.

Using a Machoke (Special #50, which would get you Missingno.), if you go through all the steps except the last (entering a route so the start menu appears) and change boxes in Bill's PC, then completing the last step, a text box appears, and dots come up. They stop after completing one line, then the game freezes.

Also using the same Machoke, if you go to Unknown Dungeon instead of Cinnabar Island to encounter the wild Ditto, then complete the rest of the steps, the menu bars pops up like usual, but after you exit out and the screen goes black, it stays there for longer than usual. Then the battle screen pops up. You appear and Missigno appears as a block, but instead of the normal text it says "Missingno. is trying to learn". There's also a down arrow, which indicates that more text will follow. However, when you press A, the same words appear. This keeps going, so I eventually reset my game.

This may have been mentioned before, but I figured it wouldn't hurt to post.

The thing with the pc you did I am currently researching.
It's the "Text Box" effect as I'm currently calling it unless some one has a better name.
If during the mew trick you make a text box pop up before going on to the place you flew away from the trainer various effects will appear depending on what text box it was and what place you flew away from.
I am currently recording data on this.

The second thing you mentioned happen to me too when I incountered missingno. in pokemon yellow.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sorreah on April 15, 2008, 06:27:34 pm
Quote
Using a Machoke (Special #50, which would get you Missingno.), if you go through all the steps except the last (entering a route so the start menu appears) and change boxes in Bill's PC, then completing the last step, a text box appears, and dots come up. They stop after completing one line, then the game freezes.

A similar thing happened to me once. While on my way to the Lv. 7 fight, I stopped by the Poke Center and withdrew a Lv. 14 Sandshrew. When I arrived at the destined spot, I got a text box that filled up with random numbers and caused the game to freeze.

Usually if I cause a text box to pop up, I end up getting the dialogue of one of the trainers on the route where the first trainer is.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: glitchuntress on April 15, 2008, 08:08:14 pm
You know it's weird.
When ever in my experiments I get a glitched up text box it usually goes away after a while (also pressing the a button every so often helps).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pikachu~ on April 15, 2008, 08:34:12 pm
I was recreating the Mew glitch in Yellow and found some neat things not mentioned on the main site.

Using a Machoke (Special #50, which would get you Missingno.), if you go through all the steps except the last (entering a route so the start menu appears) and change boxes in Bill's PC, then completing the last step, a text box appears, and dots come up. They stop after completing one line, then the game freezes.

Also using the same Machoke, if you go to Unknown Dungeon instead of Cinnabar Island to encounter the wild Ditto, then complete the rest of the steps, the menu bars pops up like usual, but after you exit out and the screen goes black, it stays there for longer than usual. Then the battle screen pops up. You appear and Missigno appears as a block, but instead of the normal text it says "Missingno. is trying to learn". There's also a down arrow, which indicates that more text will follow. However, when you press A, the same words appear. This keeps going, so I eventually reset my game.

This may have been mentioned before, but I figured it wouldn't hurt to post.

I have gotten the result from the first one you posted, but the second one sounds plain wierd.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sorreah on April 18, 2008, 04:00:34 pm
The second one is more of a general thing that happens with Yellow MissingNo. Doesn't really have to do with how you encounter it.

During ZZAZZ experiments with HEX 251 I would sometimes get a "Too bad! The trade was cancelled!" message, and get sent to a glitched trade center. Very annoying
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Jolteon on May 07, 2008, 10:38:56 am
So, basically, Missinno tries to learn a move called "Missingno is trying to learn"? I then think the game is thinking that the text "Missingno trying to learn" is a move, but at the same time, thinks Missingno hasn't learned the move yet. So, it cycles into an infinite loop, which eventually freezes, right?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchesAndStuff on May 07, 2008, 10:39:57 am
sounds about it yeah.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Darkness_LordII on January 03, 2009, 04:21:38 pm
Do you know guys if there is a way to make pokemon green (japan imported) work with the inter act gameshark or the brain boy? I would like to study these gameshark only japanese glitch.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Photon-Phoenix on January 03, 2009, 06:59:41 pm
Didn't really understand that fully but...:

http://forums.glitchcity.info/index.php/topic,2860.0.html

That and we have a lot of codes somewhere in some topic...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Darkness_LordII on January 03, 2009, 08:54:27 pm
What I want to know is : is there a way to make pokemon green (imported) work with a real inter act gameshark? Because by now im not able to get it work with. Ive also tryed the game genie and the brain boy and both dont work ether.

EDIT: By cleaning the gameshark with q-tip , ive sucessfuly make it work with pokemon green! now im gonna check the gameshark code you guys found.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Missingno. Master on March 28, 2009, 04:11:45 pm
Got a question here that's been bugging me about the Hall of Fame.

I mean, I know Missingno., 'M, and just about every other Glitch Pok?mon screws it up, but I'm wondering, WHY?  Why does it happen in the first place?  Which Glitch Pok?mon trigger it (aside from Missingno. and 'M) and which ones don't?  And what Glitch Pok?mon has that cry like a drunken Hypno?!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Mustanaamio on August 11, 2009, 03:40:12 am
Hello all.

I was wondering how come every time i try to do the "ditto trick" i encounter only lvl 7 Tangela.

This happens with Lavender Gambler and with the first fisherman on the route to Lavender to Fushia.

Is it maybe because i've already used the "mew trick" at the start of the game and beat the Slowpokeman after the Nugget Bridge?

But still, why only Tangela?

With the "ditto trick" i tried to capture lvl 7 Mewtwo. With 131 Special on my Blastoise.

Thanks.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ∀xaj on August 11, 2009, 10:17:33 am
Hello all.

I was wondering how come every time i try to do the "ditto trick" i encounter only lvl 7 Tangela.

This happens with Lavender Gambler and with the first fisherman on the route to Lavender to Fushia.

Is it maybe because i've already used the "mew trick" at the start of the game and beat the Slowpokeman after the Nugget Bridge?

But still, why only Tangela?

With the "ditto trick" i tried to capture lvl 7 Mewtwo. With 131 Special on my Blastoise.

Thanks.

Double check that you're doing all the steps right.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Mustanaamio on August 11, 2009, 11:05:44 pm

This happens with Lavender Gambler and with the first fisherman on the route to Lavender to Fushia.

But still, why only Tangela?


Double check that you're doing all the steps right.

No problem with the steps, but now i switched trainers (2 guys on the beach in Fushia) after fleeing from Gambler, and i got to fight Pidgey and Missing.No.

So maybe it has something to do with trainer's hexes or...?

Like the Nugget Bridge's Slowpokeman has something that makes the glitch possible to perform, but is he the only one then...  :???:

Too bad. We'll gotta keep looking for suitable trainer.

P.S. It doesn't matter wether i do Ditto trick or Mew trick. It doesn't change the pokemon encountered when going back to route where the glitch was started.

So Ditto doesn't "copy" my special ratio.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Angrysmurf on August 12, 2009, 07:10:28 am
Hmm, that's weird. Also, before someone else swoops in and bashes you, please remember to capitalize your 'I's. It's sort of a pet peeve around here. Thanks! ;)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: glitchuntress on August 12, 2009, 03:50:12 pm
Did the last Pokemon you battle have a special stat of 21?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ∀xaj on August 12, 2009, 05:10:38 pm
Did the last Pokemon you battle have a special stat of 21?

That's for the Mew Trick, not the Ditto Trick.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: glitchuntress on August 12, 2009, 06:13:14 pm
Did the last Pokemon you battle have a special stat of 21?

That's for the Mew Trick, not the Ditto Trick.

Oh, sorry. Miss read.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Hālian on August 12, 2009, 06:21:08 pm
Did the last Pokemon you battle have a special stat of 21?

That's for the Mew Trick, not the Ditto Trick.

What is this I don't even
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Jolteon on August 13, 2009, 08:30:29 am
Correct English, please, or we can't help you.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Liam on August 13, 2009, 06:37:45 pm
I already know the rules a item ball moving around the screen that's freaky really weird once I was checking, my old red's glitched well badly glitched HoF right I got to page 105 right, I saw this Pokemon like um a Pikachu like a Bulbasaur I saw once in my HoF like your avi Abwayax  right and it had well one  h*ll of a long cry it was like MissingNo.'s but bit diffrant it last about i dunno 5 mins until my game froze at page 106, there was a black screen a small red Pixel, there in the right corner on my screen then the sound stopped then this buzzing sound was heard then I pressed, B nothing happened I pressed A but still nothing so I turned off my Game Boy Color and tried again it was like it again but, it never froze the buzzing was back but was about to go to 107 until it crashed so I never got the chance to see  how badly damaged it was until have to restart the hole game and redo it all.


Nothig worse than a cartridge being destroyed exspecially 1 n 2 gen
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Angrysmurf on August 14, 2009, 07:20:07 am
Nothig worse than a cartridge being destroyed exspecially 1 n 2 gen

Hey Liam, I have seen that you've posted in about 3 or 4 threads on this board, and you haven't used correct grammar in any of them. Please go read the rules. 'And' is never 'n'. Just make sure you read the rules, please. ;)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kuukichuu on October 26, 2009, 01:24:46 pm
Hello!

I'm not sure if this is the correct place to ask this, but I was wondering if the pokemon that evolve from glitches are normal, stable pokemon.

I was under the impression they are, until I caught a level 80 'M. I gave the 'M 3 rare candies, but only allowed it to evolve into Kangaskhan after the third one (so I could show/bore my friends). This resulted in me having a level 83 Kangaskhan. I then got into a battle with a MissingNo. and my Kangaskhan gained a level, which was good, apart from the fact that it "grew" to level 62. I gave it rare candies again to get to level 83, and battled it until it gained a level. It managed to reach 84 this time (I thought it my loop like the level 100-70-100-70 etc. of my  Kabutops Fossil MissingNo.)

I assumed this was a fluke mistake, seeing as I had never read about this before, so I tried it again, and again my level 83 Kangaskhan "grew" to level 62.

Is this normal, and is the Kangashkhan normal? If necessary I can probably get a (very poor quality) video of this.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on October 26, 2009, 02:22:12 pm
Hello!

I'm not sure if this is the correct place to ask this, but I was wondering if the pokemon that evolve from glitches are normal, stable pokemon.

I was under the impression they are, until I caught a level 80 'M. I gave the 'M 3 rare candies, but only allowed it to evolve into Kangaskhan after the third one (so I could show/bore my friends). This resulted in me having a level 83 Kangaskhan. I then got into a battle with a MissingNo. and my Kangaskhan gained a level, which was good, apart from the fact that it "grew" to level 62. I gave it rare candies again to get to level 83, and battled it until it gained a level. It managed to reach 84 this time (I thought it my loop like the level 100-70-100-70 etc. of my  Kabutops Fossil MissingNo.)

I assumed this was a fluke mistake, seeing as I had never read about this before, so I tried it again, and again my level 83 Kangaskhan "grew" to level 62.

Is this normal, and is the Kangashkhan normal? If necessary I can probably get a (very poor quality) video of this.
This has happened to me, and I believe it is because 'M has a different amount of EXP at level 80 than does Kangaskhan.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kuukichuu on October 26, 2009, 02:24:45 pm
Coolio

Thank you for replying. I have beed reading about glitches a lot recently, but had never read about the level change, I was not sure if it was normal or not.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on October 27, 2009, 04:34:49 pm
LOL I just figured it out as I saw the question. It is probably right though. Perhaps one of the Admins knows for sure.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Darkness_LordII on February 04, 2010, 08:10:34 pm
One day I did the Mew trick with a special DEF of 255 with a gengar. By meeting the glitched trainer FF he send me an level 113 abra and the game crashed. It was done on the nintendo 64 pokemon stadium 1 with pokemon blue
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 03, 2010, 12:30:30 pm
With Green, I have found some awkward glitches, such as the one at the FD slot, which happens to be a glitch trainer that crashes the game, but the Pokémon is actually the Ghost with a garbled cry in which the picture literally appears crystal clear on the summary screen. I have not obtained learned moves as I do not know much Japanese, but the glitch Pokémon happens to be called "Beabiwo9101" (spelled ベアビヲ9101 in Japanese.)

I'm also going to try to research some more of these glitches, because they're much different than the ones in R/B/Y from some of the things I've seen.

Its great to have someone eager to research the Pokémon Red and Green glitches, thanks a lot for your help.

I just want to inform you (if you didn't already know) that the reason those "Pokémon" initially appear as trainers in a normal battle is that an extra byte manages whether the encountered Pokémon will be part of a trainer battle or a wild battle. This is 00 by default (a 'normal' trainer battle), but the game will switch this value to 01 for when the player encounters a Pokémon of an identifier between 00 (00) and C8 (200) which in itself is interesting.

The game will keep this value at 00 for values C8 to FF however. C9 to F9 'normally' appear in a wild battle as normal trainers (with the exception of Chief and Prof. Oak which are interestingly beta classes) and C8, FA, FB, FC, FD, FE and FF appear as glitch classes. We should not confuse glitch Pokémon with glitch trainers however.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Glitchy Furrystuff on May 11, 2010, 07:50:10 am
In reference to those posts earlier in this topic relating to that weird Pokeball floating around randomly...

   I might have overlooked someone explaining what happened, but I remember that has happened to me too... I think only on Yellow but maybe Red and Blue too. I think it always happened from viewing the HoF as one person who brought it up also said. I think once it came into my area too and I managed to talk to it... I THINK it just gave a blank message and froze my game, only playing random sounds.
   Does anyone know what exactly this is all about? This happened over a year ago before I stopped looking in for a while, so I might be remembering a few things wrong, but I know that I saw that Pokeball... Eh, I'll see if I can duplicate the result sometime later maybe...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Missingno. Master on May 13, 2010, 04:32:18 pm
OK, so a while back, I had restarted Red version, and the Snorlax between Vermilion and Lavender....  It wasn't there.  At all.  Can anyone kind of explain this?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on May 13, 2010, 10:19:51 pm
You probably damaged it or something....
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Ignatius Reilly on May 18, 2010, 12:34:29 am
I want to know, can you do the "dokokashira" door glitch in the Japanese version of Pokemon Blue?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on May 18, 2010, 01:41:11 am
I want to know, can you do the "dokokashira" door glitch in the Japanese version of Pokemon Blue?

Perhaps not via the 'usual' method because similarly to Pokémon Yellow the Japanese Pokémon Blue is quite different. For example, there are a number of dialogue changes. This is probably not a good example here but in the Japanese Blue game you can trade a man at Cinnibar a Kadabra instead of a Raichu.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Newo on May 18, 2010, 05:51:38 am
I want to know, can you do the "dokokashira" door glitch in the Japanese version of Pokemon Blue?

Perhaps not via the 'usual' method because similarly to Pokémon Yellow the Japanese Pokémon Blue is quite different. For example, there are a number of dialogue changes. This is probably not a good example here but in the Japanese Blue game you can trade a man at Cinnibar a Kadabra instead of a Raichu.
Isn't Japanese based on the same basis as the non-Japanese Red and Blue rather than the Japanese Red and Green versions which are a previous engine. So "Green-specific" glitches wouldn't work.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on May 18, 2010, 11:34:58 am
I want to know, can you do the "dokokashira" door glitch in the Japanese version of Pokemon Blue?

Perhaps not via the 'usual' method because similarly to Pokémon Yellow the Japanese Pokémon Blue is quite different. For example, there are a number of dialogue changes. This is probably not a good example here but in the Japanese Blue game you can trade a man at Cinnibar a Kadabra instead of a Raichu.
Isn't Japanese based on the same basis as the non-Japanese Red and Blue rather than the Japanese Red and Green versions which are a previous engine. So "Green-specific" glitches wouldn't work.

Yes thats a great point to consider. I guess that none of the "select glitches" work at all then on the Japanese Blue. These (dokokashira is just one of many useful examples) requires the player to use the select button to highlight a Pokémon and then use the select button again on the item menu to switch around data in the game's RAM. The dokokashira door glitch just requires the player to do this with Oak's Parcel (as the second item) and any Pokémon in the first slot. There are several other cool select glitches around like a 'convert a fossil' one which I think requires the player to swap the 22nd item (in PC) with the fourth Pokémon. The item's identifier corresponds with the recieved Pokémon here.


To answer the original question though, although it is still possible to swap data on every version (and in fact every RPG Pokémon game) since you cannot use the select button on Pokémon Red and Blue to swap Pokémon, one presumably cannot do so in the Japanese Blue either so the dokokashira door glitch is not possible in 'normal gameplay'.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Mousekiro on May 24, 2010, 09:16:23 am
Um, hi. *feels really awkward*

I couldn't find a contact email address on the wiki, so I joined the forum hoping to ask someone knowledgeable about this. I searched the forum for "Sabrina" and "Saffron" and didn't find anything about this, so I'm sorry if this has been discussed before. There's something I've been wondering about for a while now with regard to Glitch City in R/B/Y.

Glitch City Laboratories' guide says "The Glitch City is a corrupted map, and the map that the player was in when the P.A. sounded is the "source" map." It also states that warps and doors do nothing in Glitch City. I seem to have visited a Glitch City a few years ago that contradicted both of these.

I was using Yellow Version, if that makes any difference. I performed the usual Glitch City procedure, and instead of flying anywhere, left Fuchsia City by the eastern exit. I got through the maze, and happened to end my "Safari Zone" time allowance on the very first bit of the blue path next to the water that is just after the maze, where a couple are standing. (Note: going further up the path does not seem to work, and nor did surfing in the water when I tried it.)

When I was called back I was on a completely glitched screen (full of symbols and bits of building), and just as I was about to call it a dud and switch off, I decided to try taking a step to the right. Immediately I was spun around and flew off, as if I had stepped on a teleportation pad.

When the screen cleared, I *was* on a teleportation pad-- in what turned out to be Sabrina's gym in Saffron City. Everything worked as normal within the gym (trainers talked, teleportation pads worked consistently and with normal exits). Pikachu also followed me normally and with no apparent problems in its AI. But when I left the gym, I was on another glitched screen (this one froze my game).

I tested this repeatedly. The result seemed to be consistent.

I'm not a techie, I'll freely admit, so I have no idea how this came about. It seems to contradict some of the major things I know about Glitch City exploration:

1) I was nowhere near Saffron City when I got called back, yet the Glitch City I came out in contained the Saffron gym.
2) Glitch Cities contain no working objects, yet the Glitch City I came out in contained a working teleportation pad.
3) Coming out of a building normally "fixes" Glitch City, but in this case it did not.

Is this just a peculiar anomaly with my game, or can it be replicated? (if it's an individual game anomaly I am SOSORRYFORWASTINGYOURTIME  :-[)And what are the (I'm sure very sensible and obvious) explanations for the whole thing's weirdness?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: glitchuntress on May 24, 2010, 01:04:09 pm
Yeah, similar things have happened to me with Glitch City. One time I exited out of a Poke mart.
When it comes to glitches revolving leaving and entering locations, you could end up any where.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on May 24, 2010, 09:54:08 pm
^^No, it didn't waste any time, it's actually really cool. Perhaps if you step over a load line as the PA goes it loads strange, kind of like tweaking in Gen4?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sonikku1011 on May 26, 2010, 09:21:35 pm
With Glitch City, I believe it messes up the invisible warps that are between doors and such. Basically, these warps keep track on where the player is, and where the player will end up next. Being in different areas in the game while executing the GC glitch changes the warps, and thus you end up in pretty strange places in the game. For example, once I came out of the PokeMart in Saffron City, I forget which route I was on when the "P.A" text showed up.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on May 27, 2010, 10:52:34 am
Quote
With Glitch City, I believe it messes up the invisible warps that are between doors and such. Basically, these warps keep track on where the player is, and where the player will end up next. Being in different areas in the game while executing the GC glitch changes the warps, and thus you end up in pretty strange places in the game. For example, once I came out of the PokeMart in Saffron City, I forget which route I was on when the "P.A" text showed up.

My original thoughts were that perhaps leaving the Safari Zone gatehouse should always take you to the 'previous location' - as suggested by changing XX to the Safari Zone gatehouse and walking to the bottom exit after turning the code off in the location manager code 01XX5DD3, so if you run out of steps in another location the function (i.e. appear outside of this building - the Safari Zone house)  probably becomes invalid for other areas, hence the game manages nearby unrelated pointers to translate such data into tile data?

Its difficult with this theory to explain why you would wind up in the Pokémart though. I've never actually done the Glitch City trick too much, when you winded up in a Pokémart did you get taken to the Safari Zone gatehouse first? If not I guess the Safari Zone gatehouse isn't always used constantly as people may have thought and you may have been transported to the Pokémart instead of the gatehouse.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sonikku1011 on May 28, 2010, 01:31:08 am
OK, so a while back, I had restarted Red version, and the Snorlax between Vermilion and Lavender....  It wasn't there.  At all.  Can anyone kind of explain this?
I may have a theory on this one, did you happen to do the Mew trick in this save? If you did, and you traveled down the route under Lavender, and happened to end up where Snorlax's overworld sprite is, before getting into a battle it's sprite disappears. More info can be found under the Mew Trick page, and there's a link to the video I posted on Youtube about a week ago on what exactly happens. If you didn't perform the Mew Glitch, perhaps you used a cheating device of some sort? Cheating devices can definitely mess up your game. Also:
My original thoughts were that perhaps leaving the Safari Zone gatehouse should always take you to the 'previous location' - as suggested by changing XX to the Safari Zone gatehouse and walking to the bottom exit after turning the code off in the location manager code 01XX5DD3, so if you run out of steps in another location the function (i.e. appear outside of this building - the Safari Zone house)  probably becomes invalid for other areas, hence the game manages nearby unrelated pointers to translate such data into tile data?

Its difficult with this theory to explain why you would wind up in the Pokémart though. I've never actually done the Glitch City trick too much, when you winded up in a Pokémart did you get taken to the Safari Zone gatehouse first? If not I guess the Safari Zone gatehouse isn't always used constantly as people may have thought and you may have been transported to the Pokémart instead of the gatehouse.
I went through the gatehouse first, and then ended up coming out of the Pokemart in Saffron. I was experimenting, since I was young and my cousin told me about the lame rumor that there was a 9th gym in Glitch City and that's where Mewthree was at in my Yellow...  :XD:
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on May 28, 2010, 01:42:11 am
I was experimenting, since I was young and my cousin told me about the lame rumor that there was a 9th gym in Glitch City and that's where Mewthree was at in my Yellow...  :XD:

Ah, the good old days lol.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on May 28, 2010, 03:19:22 am
I was experimenting, since I was young and my cousin told me about the lame rumor that there was a 9th gym in Glitch City and that's where Mewthree was at in my Yellow...  :XD:

Ah, the good old days lol.

Lol, I remember believing that thing where you put a magikarp in the daycare and walk exactly 500 steps and land the last on into the house where you get your magikarp back and it was a mew. I tried it like 3 times before I figured it was fake :D
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Full Metal Glitch on May 28, 2010, 07:25:53 am
I was experimenting, since I was young and my cousin told me about the lame rumor that there was a 9th gym in Glitch City and that's where Mewthree was at in my Yellow...  :XD:

Ah, the good old days lol.

I still remember the days (3 years ago) when I believed Mew was under the truck.
AND when Togepi was in R/B/Y.
AND a whole bunch of other b.s. It's odd when I look over it...  :XD:
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Darkness_LordII on June 21, 2010, 04:21:55 pm
I also remember when some Pokémon Fan site explained how to obtain pokémon over level 255. I thought it was true in the past : O
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Full Metal Glitch on June 23, 2010, 08:32:16 am
...Okay, we're starting to get off-track here.

I'm currently in the process of performing the Get All Starters glitch for G/S/C.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Missingno. Master on July 27, 2010, 04:04:49 pm
Whoo, boy.  I was doing the Ditto Glitch in Red, except instead of fighting Ditto, I was just going back to the gambler's route after fighting the trainer, to see what I would find.  I had previously done this with all trainers before Bill's house.  In addition to Mew, I had managed to get Cubone, Scyther, and Gengar.  Anyway, this time, something seriously screwy happened.

I flew away from the Gambler and returned to Lavender Town.

I went north and fought the hiker who uses Onix and Graveler.  The one who says something about mountain air.

I returned to Lavender Town.

In anticipation of something particularly hard to catch, I went to the Pokemart and bought 20 Great Balls.

I entered the route.  Instead of the menu coming up, a text box appeared and said "You look good at Pokemon, but how's your chem?"  Or whatever that guy says.  Next I find myself fighting the Super Nerd.  I beat him, and then after the battle, another text box comes up, this one filled with glitchy text, and I fight the same Super Nerd.  This time, after the battle, it ends.

I walk on the route, and it's stopping me after every step I take.  It does some strange sound effect, plus Missingno.'s cry after every step.  And trainers weren't noticing me, and the start menu wasn't working, although the A button was, though only when I was talking to that one lass I had already beaten.

I reset the game and did the whole thing over again, only I skipped the part where I buy Great Balls.  This time I just found a Gastly.

So, uh, what the hell?  It's pretty clear to me that buying the Great Balls screwed me up.  But how did it do this?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: glitchuntress on July 27, 2010, 10:23:41 pm
Whoo, boy.  I was doing the Ditto Glitch in Red, except instead of fighting Ditto, I was just going back to the gambler's route after fighting the trainer, to see what I would find.  I had previously done this with all trainers before Bill's house.  In addition to Mew, I had managed to get Cubone, Scyther, and Gengar.  Anyway, this time, something seriously screwy happened.

I flew away from the Gambler and returned to Lavender Town.

I went north and fought the hiker who uses Onix and Graveler.  The one who says something about mountain air.

I returned to Lavender Town.

In anticipation of something particularly hard to catch, I went to the Pokemart and bought 20 Great Balls.

I entered the route.  Instead of the menu coming up, a text box appeared and said "You look good at Pokemon, but how's your chem?"  Or whatever that guy says.  Next I find myself fighting the Super Nerd.  I beat him, and then after the battle, another text box comes up, this one filled with glitchy text, and I fight the same Super Nerd.  This time, after the battle, it ends.

I walk on the route, and it's stopping me after every step I take.  It does some strange sound effect, plus Missingno.'s cry after every step.  And trainers weren't noticing me, and the start menu wasn't working, although the A button was, though only when I was talking to that one lass I had already beaten.

I reset the game and did the whole thing over again, only I skipped the part where I buy Great Balls.  This time I just found a Gastly.

So, uh, what the hell?  It's pretty clear to me that buying the Great Balls screwed me up.  But how did it do this?

I made a thread about this:
http://forums.glitchcity.info/index.php/topic,3979.0.html (http://forums.glitchcity.info/index.php/topic,3979.0.html)

Also, it's not so much the fact that you bought Great Balls it's the fact that you talked to the merchant.

P.S. Try examining the shelves then going to the route, crazy stuff happens when you do that.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: cacajols on September 23, 2010, 06:21:15 pm
Hello everyone. Im new to this forum and to almost everything about glitches.
Recently, this year I started playing pokemon blue and yellow. I always heard and read about "mew glitch" so I decided to try it about a month ago. I did it the first time you get to Cerulean city and caught a level 7 Mew.
So I kept playing and I have just beaten Koga in Fuchsia and my Pikachu got to level 50 and decided to compare its stats with the rental pokemon in pokemon stadium.
I have two boxes full of pokemon, and in party, pikachu is included, so I check the boxes in the pokemon selection screen for the gym tower in pokemon stadium and realize that the 9th box is full of "glitched" pokemon:

All of them are level 100, with random attacks, two Normal types, random "sprites" and 99999999 as their name (Im not sure how many "9" are included in their name).
When I checked a glitched Lapras, the game froze.

Also boxes 10, 11 and 12 appear as they have pokemon in it, but when I checked there are no pokemon.

So I looked on the internet about this and couldnt find too much information.

I guess this is related to the mew glitch, although I'm not sure.
I hope you can help me and also I got some questions about this (I'd rather ask before my saved data is deleted or gets corrupt):

- What if I "delete" the "glitched" pokemon? If I do, will they appear again?
- What if I transfer my Mew to other cartridges? (I have it stored in the pokemon stadium game pak)

And well, my major concern is that the game data gets deleted or corrupt, or if this affects my "normal" caught pokemon and other game cartridges. Any help would be appreciated.
And apologies if my english isnt perfect, its not my mother tongue. Also if this happens to be a normal glitch consequence.

Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Full Metal Glitch on September 23, 2010, 07:28:49 pm
Mm, how to explain...

1) Hai, welcome to the forums, bro

2) I understand that English isn't your main language

3) If you delete the glitched pokemon...Mm, I don't know, this is news to me.

4) Transferring it to, like, Red and G/S/C? I don't know there...Something you'll have to find out for yourself ;)

5) These "wacky" Pokemon, I've never had an experience like this, describe how it happened, and I'll attempt and recreate it.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MissingNO. #1 Master on September 28, 2010, 03:29:10 am
And did it occur in Blue or Yellow?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: cacajols on October 06, 2010, 10:25:47 pm
Hi, sorry for the late response (been really busy).
It happened in yellow. I don't really want to mess around with these "wacky" pokemon, so i don't really want to take them to any other pokemon cartridge, but i was just wondering if anyone had any trouble transfering a Mew obtained by the "mew glitch" to any pokemon cartridge (be it game boy or n64 cartridge).

I started pokemon yellow normally. I sometimes played in the n64 using pokemon stadium and the transfer pack to level up quickly. Once I got to Cerulean city, I did the "mew glitch" and got a level 7 Mew. Then continued "normally" and once I got into Fuchsia city, my pikachu got to level 50, so I wanted to compare that pikachu's stats, with the rental pikachu's stats (inside pokemon stadium). So then I realized there was this box full of pokemon I've never caught, and checked it and saw they were "glitched".

This is the way I did the Mew glitch (in yellow):
http://www.youtube.com/watch?v=J6hU-f_Q8Vk (http://www.youtube.com/watch?v=J6hU-f_Q8Vk)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on October 26, 2010, 01:10:27 am
Right i'm playing Red on my Super Gameboy and one of my glitches knows Super Glitch. I went to delete it after it learned Aurora Beam in battle, and then it asked if my character (of course at this time the glitch changed my name, not the normal ZZZ glitch, but random pixels and such) and then instead of Yes,No it said North,West. I don't remember seeing this text anywhere in the game... either that or my memory sucks right now. :\ Oh wait, was this the text in the Safari Zone? On the signs that read whatever part of the area you are in? Also, speaking of glitches I finally noted this one, the sound effect that plays when your Pokemon learns a new move sounds different in battle. Here's a link to a short video: http://www.youtube.com/watch?v=EzmajebL3sI
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on October 26, 2010, 07:28:11 am
Right i'm playing Red on my Super Gameboy and one of my glitches knows Super Glitch. I went to delete it after it learned Aurora Beam in battle, and then it asked if my character (of course at this time the glitch changed my name, not the normal ZZZ glitch, but random pixels and such) and then instead of Yes,No it said North,West. I don't remember seeing this text anywhere in the game... either that or my memory sucks right now. :\ Oh wait, was this the text in the Safari Zone? On the signs that read whatever part of the area you are in? Also, speaking of glitches I finally noted this one, the sound effect that plays when your Pokemon learns a new move sounds different in battle. Here's a link to a short video: http://www.youtube.com/watch?v=EzmajebL3sI

NORTH/WEST were mentioned on our forums back in January 2008, and were also found by a coincidence with Super Glitch. http://forums.glitchcity.info/index.php/topic,715.30.html (http://forums.glitchcity.info/index.php/topic,715.30.html). SOUTH and EAST appear in IIMarckus' R/B text dump too, though only the strings "NORTH" and "EAST" are used in the final game. "CENTER AREA NORTH: AREA 2", "AREA 3 EAST: CENTER AREA".

"South" is used in the Pokémon Mansion "South America", though it isn't in block letters; the same case is with "West", e.g. "PALLET TOWN is in the west!"

(http://glitchcity.info/wiki/images/a/a5/Directions.png)

It's a little strange thinking back, why/how these are included/appear in a selection menu? I wonder if there are any other possibilities, with the exception of YES/NO, HEAL/CANCEL, (SOUTH/EAST?) etc.

Edit:

Also, speaking of glitches I finally noted this one, the sound effect that plays when your Pokemon learns a new move sounds different in battle. Here's a link to a short video: http://www.youtube.com/watch?v=EzmajebL3sI

Does the 'Beep' sound effect even exist Red/Blue? I was wondering whether it was only introduced in Yellow, so the 'noise' sound effect for overwriting a move would suffice (more of a problem of limited options for sound effects) until the introduced the 'Beep/Poof' sound in Yellow.

Never mind: 'Beep' does get used for overwriting a move outside of battle in Red/Blue. Nice find, it looks like they forgot to/couldn't add 'Beep' to the battle sound channel until Pokémon Yellow.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on October 30, 2010, 03:46:06 pm
Interesting... the NORTH/WEST thing of course. Also, the Silph P.C. glitch or "Different Glitch City" glitch also works in Blue/Red BTW. (The wiki says only Yellow, but I actually discovered it first in my Blue version 7 years ago and just did it in Yellow when I recorded/made screenshots.) Another thing worth noting, after running into normal Missingno. in Yellow (meaning a non-fossil one) I walked after saving and reseting and the Zero Error glitch was triggered so there's another way of getting this glitch to work. (I did this on my actual cartridge, so no video this time around. :\ I'll have to make it that far in one of my ROMs...) And finally, running into Missingno. or going to Glitch City not only messes with Pikachu, but sometimes can mess up the RAM data for the game play time. (It maxes it out to the highest value possible, 255:59.)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MissingNO. #1 Master on October 31, 2010, 04:50:13 am
Uh... you ecountered a "normal" MissingNO. in Yellow WITHOUT the game crashing?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on October 31, 2010, 06:06:55 pm
Uh... you ecountered a "normal" MissingNO. in Yellow WITHOUT the game crashing?
Yep, it's possible but it's rare. I have a video on Youtube encountering it without the game crashing. You just have to be patient, eventually it'll work. ;) Also the Zero Error glitch doesn't occur all the time after encountering Missingno.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Darkness_LordII on November 01, 2010, 04:41:14 am
Yes, it is possible to encounter yellow missingno without crashing. It has high chance to crash for unknown reason with the Mew Trick but not with the GameShark.

Yellow Missingno is as hard to fight as the Female Symbol and both produce similar glitches (Minus the famous glitch music that missingno don't do)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on November 01, 2010, 03:56:50 pm
Yes, it is possible to encounter yellow missingno without crashing. It has high chance to crash for unknown reason with the Mew Trick but not with the GameShark.

Yellow Missingno is as hard to fight as the Female Symbol and both produce similar glitches (Minus the famous glitch music that missingno don't do)
Ah yes the reason, Nintendo knew about Missingno. in Blue/Red and attempted to format the game in order for you not to encounter Missingno. correctly. I always thought that they stuck the data for Missingno. at the end of the game's ROM and it was just pointing to data that it couldn't find. :V As for the Gameshark, it points to that data in RAM and that's probably why you can encounter it. I haven't tried with my Gameshark, too afraid to lose my save. :C (Of course there's always VBA.)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: PokeWTrainer on November 09, 2011, 11:41:24 am
I'm trying to obtain PokeWTrainer (196 special for the mew trick, hex C4) on my Pokemon Blue, but each time I'm about to encounter it, the game freezes.  So far I have tried at least five or six times.

Bulbapedia says that PokeWTrainer only sometimes freezes the game, whereas TRsRockin implies that PokeWTrainer will consistently freeze the game.


Is it not possible to obtain PokeWTrainer through the mew trick, am I possibly something wrong, or do I simply have to keep trying until I eventually get lucky and encounter one without crashing, similar to yellow missingno?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pawny on November 09, 2011, 12:12:01 pm
I haven't did this yet, but I presume you'd just have to get X - x on Yellow and trade it to R/B. There's also the Johto Guard glitch, where you'd transfer a cloaked Typhlosion (Bulba only shows Typhlosion as equivalent to X - x, but I think it'd work for PokeWTainer since they have the same ID).

Also, I dunno if it has to do with VBA inaccurateness or something, but a long time ago I got PokeWTrainer by replacing one of my Pokémon (via Gameshark), but after I sent it out (iirc) the game froze.

And just to let you know, don't deposit it. If you do so, it'll become a Rhydon once you get it back (right?).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: PokeWTrainer on November 09, 2011, 02:06:27 pm
Alright, thanks... darn, PokeWTrainer was the one I wanted most.  Does the freezing happen for the others in it's family (such as p T)?

Unfortunately, I don't have a Gen II game or a second gameboy, so I'm not able to do the Johto guard glitch...

(Also, I'm pretty sure the Rhydon thing occurs the first time you capture it; it will revert to a Rhydon when you look at it's pokedex entry, so you have to catch it twice.  At least, that was the case for A and a.)


EDIT:  Also, while I'm here, I may as well ask:  Is it true that .4 will cause save deletions?
Also, when a guide warns not to "save [a glitch] onto your game," does that mean don't save after encountering said glitch, or don't save while owning the said glitch pokemon (so that you could capture .4, release it, save, and be fine)?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pawny on November 09, 2011, 02:27:09 pm
I don't know, sorry. There are many Glitchmons I haven't touched yet. :P

About the EDIT: I don't know that too :(. I've caught .4 just once, and it was a long time (I was wanting to try the Super Glitch iirc). But my savefiles never got deleted by any glitch other than ZZAZZ, which is known for erasing savefiles (0 ERROR can damage routes permanently, though). But I don't really have gone deep with the Glitchmons, so I don't know the "risky" ones and most of their side effects. :/
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on November 09, 2011, 03:27:33 pm
I'm not sure about the save deletion thing, many people will deny it but I lost my save due to catching Missingno and 'M, but h Poké appears to cause no trouble other than Hall of Fame data.

I guess it depends on the Pokémon.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pawny on November 09, 2011, 03:39:44 pm
Really? I've heard Missingno./'M won't delete savefiles, and the only side effects are the temporary glitchy sprites, HoF corruption and the 6th item multiplication. Wasn't your cart old or something?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on November 10, 2011, 01:52:48 am
All Blue carts are old lol, but no it deleted about a month after I caught those two. I know that everyone says it doesn't delete, but I have experienced it, and my latest game has had h Poké for at least a year and hasn't deleted due to any reason. That pretty well confirms it isn't the battery.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: PokeWTrainer on November 10, 2011, 12:47:53 pm
Hmm, apparently my fears were correct:

http://profglitch.proboards.com/index.cgi?board=gcltempboard&action=post&thread=421&quote=5037&page=1

It appears that the only way to get PokeWTrainer (besides the Johto guard glitch) is to trade over a different glitch from yellow.  I only have one gameboy though, and getting my yellow to where it could do the extended mew trick would take a substantial amount of time (if it's even possible; last time I tried playing yellow, it had problems freezing after I battled rival in Lavender Town).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: FullMetalGlitch on November 10, 2011, 11:27:39 pm
blahpy, keep in mind, I had my blue for a good 5-6 years, and it had a Missingno for three of those. It didn't give out until about a year ago, so yeah, that doesn't mean Missigno./'M will eff your cartridge up. xD
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pawny on November 11, 2011, 07:59:53 am
it deleted about a month after I caught those two.
I'm not very used with carts (you know why lol), but I think if it was caused by them, the deletion should me immediate. If it was 1 month later, it's most likely just wear (or something else. I had to use the translator here .-.).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on November 11, 2011, 03:33:05 pm
blahpy, keep in mind, I had my blue for a good 5-6 years, and it had a Missingno for three of those. It didn't give out until about a year ago, so yeah, that doesn't mean Missigno./'M will eff your cartridge up. xD

Yeah except I've had this save for over a year, and it hasn't deleted. I'm always very careful not to damage my games as they're rather important.
It doesn't mean it will mess with your cartridge but it certainly CAN. I think it would be 'M causing problems though, Missingno theoretically should be stable since it was replaced to data where other Pokémon were going to be.

My cartridge still hasn't "given out".
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: JacobGRocks on November 12, 2011, 07:46:36 pm
It might also be a dirty cart, does your cart have issues reading in your GB, and do you see any glitchy Nintendo logos? My JP red got wiped due to a bad insertion.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on November 12, 2011, 10:18:58 pm
Idk, the wierdest part was that I learned it's possible to recover data if it is erased the way mine was (however you believe it happened). I just don't know how to :P
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pawny on November 12, 2011, 10:41:22 pm
Blowing it? :D loljk
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: PokeWTrainer on November 13, 2011, 05:09:02 pm
It might also be a dirty cart, does your cart have issues reading in your GB, and do you see any glitchy Nintendo logos? My JP red got wiped due to a bad insertion.

Wait, you mean inserting your cartridge into the GB incorrectly will delete data?  My yellow gets incorrectly inserted a lot (I have to reinsert it several times before it will start up; I can tell when it messes up because the word "Nintendo" that appears when it powers up will appear distorted), that would explain why it has a tendency to spontaneously forget data...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on November 13, 2011, 11:04:17 pm
Blowing it? :D loljk
Oh, you.

As for a shifted cartridge, that shouldn't remove your game, it happens often to me if I don't insert it fully and as soon as I put it in correctly it works fine with no data loss (applies to all games)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: JacobGRocks on November 14, 2011, 03:38:54 pm
It depends on how dirty your carts are, blowing is bad for carts as well. If you have dirty, and damaged contacts on both the cart AND the GB, then you can have read issues a lot.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: 46664 on November 15, 2011, 11:25:27 am
I don't think it was Missingno or M'.  There isn't really a way to verify what caused it.  This guys data got erased while doing a Clefairy Metronome run.
http://www.youtube.com/watch?v=BKolCg3wlVc&feature=related
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: JacobGRocks on November 15, 2011, 01:41:09 pm
Yeah, that's how my Red save went, randomly after a few misinsertions.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on November 15, 2011, 02:53:38 pm
You said you can have read issues, that wouldn't make it write random data to the cartridge and stuff it up...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: JacobGRocks on November 20, 2011, 01:23:08 pm
I don't know why, though. It also happens if I remove/insert the cart/push on it while it's powered on/in the Nintendo logo screen. A cleaning fixed the push resets, and I haven't had any deletions since.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on August 06, 2012, 08:52:15 pm
This is a screenshot from a video in which I changed the first byte at 3906 to 9F.  The glitch Pokemon was never sent out, as the game crashed after trying to make it appear.

(http://i.imgur.com/WcEHA.png)

Is (http://i.imgur.com/JrckY.png) the same as (http://i.imgur.com/cQ1mD.png) ?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Photon-Phoenix on August 07, 2012, 12:37:15 am
(2:45 AM, forgive any confusion)

The name looks different, however the text is the same, albeit using a different loaded tileset.  They're the same pokemon assuming that ROM edit you made acts as a proper pokemon modifier.

Glitch characters aren't static, they're dynamic and change their looks based on what is on screen or inside the VRAM.  The tiles loaded in the screenshot correspond to tiles loaded in battle, which are sprites of Pokemon/Trainers on screen.  The names which use overworld sprites in the glitch dex are the most common as they do not normally change outside battle, nor when switching routes (not inside places such as caves/viridian forest, however, though I could be wrong).

But yes, they are the same pokemon.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on August 07, 2012, 09:24:49 am
Cool, that's what I thought.  So does it always crash the game?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ProfessorGlitch on August 22, 2012, 03:23:05 pm
Hey! I am in the middle of the "Save Abuse" glitch in Pokemon Blue, and, man, there is some whacked up stuff! I am holding BOATLOADS of Charizard 'M's along with other glitch Pokemon... Lots of cool, game-crashing glitches and glitch items! :D
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on September 26, 2012, 03:42:27 am
I finally got it to obtain 3TRAINERPOKE on yellow
what a badass xD
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on September 26, 2012, 10:43:08 pm
How do you obtain it? There are only 2 legit ways... well 3 if you count the save abuse.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on September 27, 2012, 02:14:19 am
my trades 'M to  Yellow. And there it was D:
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on December 12, 2012, 11:05:37 am
Does a hybrid glitch Pokemon always have a moveset and learnset including all of its parent's, plus a few more random moves? Like h Poke, which includes the moveset and learnset of Gengar and learns HM02 as an additional move. Are there any other exceptions besides Missingno.?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Photon-Phoenix on December 12, 2012, 02:34:04 pm
Does a hybrid glitch Pokemon always have a moveset and learnset including all of its parent's, plus a few more random moves? Like h Poke, which includes the moveset and learnset of Gengar and learns HM02 as an additional move. Are there any other exceptions besides Missingno.?

A "hybrid" doesn't share the move set of its Pokédex equivalent, however it DOES share the same starting moves and TM/HM set. (Level 0s)  Each Pokémon, glitch or otherwise, has its own unique level-up move set, however starting moves and TM/HM pools rely on Pokédex number.

Speaking of which, I'll be making a topic including the TM/HM lists of R/B/Y/G/S/C.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on December 13, 2012, 01:26:32 am
Now I look at the TM/HM learnset again, it seems that the learnset of a hybrid glitch Pokemon is a bit different from its Pokedex equivalent. e.g. h Poke can learn Reflect via TM33 while Gengar can't, and Gengar can learn Seismic Toss via TM19 while h Poke can't.

Most of them are noticeably similar though.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Photon-Phoenix on December 13, 2012, 04:08:00 pm
Now I look at the TM/HM learnset again, it seems that the learnset of a hybrid glitch Pokemon is a bit different from its Pokedex equivalent. e.g. h Poke can learn Reflect via TM33 while Gengar can't, and Gengar can learn Seismic Toss via TM19 while h Poke can't.

Most of them are noticeably similar though.

No, they have the exact same TM/HM pool, it's just an error in the file.  I'll fix it.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on December 13, 2012, 10:54:16 pm
Why is some glitch Pokemon evolves immediately into another Pokemon just after it evolves once? e.g. LM4. Clefairy shouldn't evolve into Nidoking...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Photon-Phoenix on December 14, 2012, 11:04:41 am
Why is some glitch Pokemon evolves immediately into another Pokemon just after it evolves once? e.g. LM4. Clefairy shouldn't evolve into Nidoking...

These tests were done by cancelling the evolution on each level, at that level, it stops trying to evolve into a Clefairy and tries to evolve into a Nidoking.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on December 18, 2012, 06:11:02 pm
I just discovered a new glitch in a German blue version ROM. First off to get this glitch to work, you'll need a different region's (example an English blue version ROM) ROM and you must have a save state as well as a battery save file for the other game. If you have those then boot up the German version ROM and attempt to load the other version's save state. The ROM will crash, this is normal. Just reset the game and hit continue after the title screen. The game will now load the other version's battery file. Next get into a battle, this is where the glitch occurs. You'll notice that your attacks won't do anything to your opponent, and their animations will play twice. To fix this, exit the battle save the game and reset. The game will play normally now. You may use this to help complete another region's game if you have completed it already. ;) Here's a video of the glitch:
http://www.youtube.com/watch?v=zZTDVaorZcc&feature=youtu.be
Edit: This doesn't work with Yellow, just deleted the battery file.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on December 18, 2012, 11:12:54 pm
What about loading a Blue savestate to a Red ROM?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on December 18, 2012, 11:30:05 pm
What about loading a Blue savestate to a Red ROM?
This won't work because you can't load a save state from a different version, VBA won't let you. (I've already tried this with Yellow. :P) I'm going to see if anything similar happens in the second gen games next. However I might be able to import the battery file from blue to red so i'll test that out right now. Edit: This does nothing. (It works but nothing glitchy happens. :\)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Vuroja5 on December 22, 2012, 05:05:30 am
Just wondering if there's any way to obtain a Master Ball in Pokemon Yellow without defeating Giovanni in Silph Co.?

In this (http://profglitch.proboards.com/index.cgi?board=gcltempboard&action=display&thread=328) thread Paco documented a way to use the Mew/Escape glitch to get the Master Ball without fighting Giovanni and clearing the building of trainers, but he states this works on Red/Blue only.

Is there a reason that this would not work on Yellow? I thought the Mew glitch was pretty much consistent between versions.

Is there another method to get a Master Ball? (using Item Mutating glitch pokemon (in the same thread) doesnt seem to be useful either!)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Darkness_LordII on December 22, 2012, 11:46:04 am
It is possible to fight a Glitched Trainer version of Jessie & James in the yellow version? (Using Gameshark for pokemon encounter over C8) or its a special exception that the game put on the rocket class?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on January 07, 2013, 04:11:19 pm
So while working on my glitchdex research I encountered a new way to enter glitch city. It seems that the glitch pokemon that occupies slot BF in the Italian Yellow version (Gialla version) second type alters most maps in the game, creating a glitch city like map! Take a look at my video and read the description too:
https://www.youtube.com/watch?v=_-072k6uL34
Later i'll make a list of what maps are altered, Viridian City is obviously one of the maps that aren't altered as seen in my video.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on January 13, 2013, 03:31:57 pm
So while working on my glitchdex research I encountered a new way to enter glitch city. It seems that the glitch pokemon that occupies slot BF in the Italian Yellow version (Gialla version) second type alters most maps in the game, creating a glitch city like map! Take a look at my video and read the description too:
https://www.youtube.com/watch?v=_-072k6uL34
Later i'll make a list of what maps are altered, Viridian City is obviously one of the maps that aren't altered as seen in my video.

That's interesting.

This reminds me of a glitch in Pokémon Yellow that applies to ?/ (ECh) and ♂ p ゥ (F4h). It happened to me when researching the glitch experience groups.

Outside of battle, when you view their stats, it causes the music to stop or glitch music to play. Then when you close the menu, the player character becomes invisible and the overworld sprites change/mess up.

After the glitch, if you jump off a ledge, the player's sprite becomes misaligned - about two spaces to the west of where Red actually is.

Entering a building won't fix the glitch, but you can use Fly to return the sprites back to normal.

(http://i.minus.com/jbuh8gC8vhkqjP.png)

Video: https://www.youtube.com/watch?v=DvnKqS1X7x0
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on January 14, 2013, 07:28:39 pm
?/ Tends to always crash VBA looking at it's stats in all foreign versions (except Japanese, haven't tested it) however ♂ p ゥ didn't do so in Gialla. (Italian Yellow) So this glitch seems to have the same effect in foreign versions as well, though the character's sprite doesn't disappear in this version, it just messes with the sound driver. Pretty interesting, it's fun to discover new things while doing another thing. xD (This is also encouraging me to continue with that glitch dex research... :V)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on January 15, 2013, 06:57:41 am
My ZZAZZ video features glitch music in Pokemon Center. It also changes every 4 steps.
Link (http://www.youtube.com/watch?v=Ptd2ufBtUS4) (in Pokemon Red)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: wooden leg smith on January 17, 2013, 09:09:30 pm
My ZZAZZ video features glitch music in Pokemon Center. It also changes every 4 steps.
Link (http://www.youtube.com/watch?v=Ptd2ufBtUS4) (in Pokemon Red)

Did you try this in Yellow? if not, I can. (will eventually. There are so many glitches I have to try out for myself it may take a while..)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on February 01, 2013, 07:16:56 pm
By changing byte AF to 9F in address 3906 (in R/B), I've discovered something interesting in the first Pokemart.

Buying things from the guy behind the counter results in severe text glitches, and possible freezing.  The game isn't really able to deal with the concept of sub-menus, but it's still possible to blunder your way through it and purchase/sell items.

The interesting thing, though, is what happens once you get out of that sub-menu.  Most of the time, you'll be entered into a battle.  This is curious in that there are multiple possibilities for opponents: I've gotten "a", an Aerodactyl Missingno. at level 183 with a flipped sprite, and a glitch trainer called "PK" who crashed the game.

I've got video...but it will take a while to edit it.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: doctah_who on February 02, 2013, 08:28:19 pm
I got quite an interest effect when changing AF to 9F.

At the beginning, it was basically what you described. I got a few text glitches and stuff. But, what I found really funny, was it made a series of different noises and then started playing the
harmony, slowed of course, to the final Rival battle. That may just be based off what I named my character/rival, though. Would that change any of the effects? But anyway, exited out of the buying an item sub-menu, and it began playing a slowed melody of one of the route themes. (I'm quite happy with the effects so far, playing as I type!) Then I exited out, got some more glitch text, and nothing happened. I was quite disappointed with not seeing the battle, to be honest. :/  Second time around it was all glitch text and doubled-up music. Third was just endless text. Never got said battle, but it did send me out in an imaginary door with a series of slowed battle cries. Got different cries depending on the item that I bought.

Nice little trick you discovered there.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 03, 2013, 12:24:40 am
You want glitch battles? Just hold the A button when entering a wild battle. 50% of the time it will be glitched.

Plenty of glitch battles here: http://www.youtube.com/watch?v=mrgXWNX58Qo
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 04, 2013, 06:58:50 am
Sorry for double post, but how else could I get attention?

It's this video (https://www.youtube.com/watch?v=mU3AsC0Bhs0) that brought me into the glitching world. It features the Pokedex entry of .4, which locks up the game.

After watching (and listening to) it again today, I'm certain that the looping music isn't belong to the "cry" of .4, instead being the background music changed by the cry. I want to know where this awesome glitch music comes from, but I can't figure it out. It sounds like one of the channels of the battle victory music (I forget whether it's trainer or wild battle), but it isn't exactly that.

So does anyone know the answer? Please tell me.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Photon-Phoenix on February 04, 2013, 07:18:33 am
Sorry for double post, but how else could I get attention?

It's this video (https://www.youtube.com/watch?v=mU3AsC0Bhs0) that brought me into the glitching world. It features the Pokedex entry of .4, which locks up the game.

After watching (and listening to) it again today, I'm certain that the looping music isn't belong to the "cry" of .4, instead being the background music changed by the cry. I want to know where this awesome glitch music comes from, but I can't figure it out. It sounds like one of the channels of the battle victory music (I forget whether it's trainer or wild battle), but it isn't exactly that.

So does anyone know the answer? Please tell me.

Which part of the video? If you mean 7:15, the music playing is the first square channel of the trainer battle victory theme, slowed down with some other sound beeping over top of it.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 04, 2013, 08:24:05 am
I don't think so. They're similar, but their loop time are different. I think it's a pure track without other noise interrupting, as I've heard this (the exact same one) in another video. This one at about 2:00 (https://www.youtube.com/watch?v=4JNnq5rLR38) loops the same music.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on February 06, 2013, 07:48:18 pm
That may just be based off what I named my character/rival, though. Would that change any of the effects?
...Never got said battle, but it did send me out in an imaginary door with a series of slowed battle cries. Got different cries depending on the item that I bought.

Nice little trick you discovered there.
Unlike the ZZAZZ glitch and others, I don't think name data has anything to do with glitch effects.  My name has always been "AAAAAAA" (a result of mashing the A button on the name select screen just to get through it!) and my effects have differed greatly.

About the imaginary door...I've gotten that too, if you're talking about the same thing.

At various points in the game, the glitches have gotten so severe that the game has warped me right out of some door in Vermilion City - except I walk the wrong way, and go on the roof.  For some reason the NPC sprites are in the wrong positions, and anything related to the S.S. Anne simply isn't there!  Walking too far in one direction (with walk-through-walls enabled) crashed the game.  It's a very, very strange effect and I have no clue what the root cause of it is.

An example of what I'm talking about, along with some music glitching, can be found in this video (even though I'm editing addresses and bytes other than 9F).
http://www.youtube.com/watch?v=aJuks9F5MPc
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on February 06, 2013, 10:36:12 pm
Also, I just noticed something:

When ROM hacking in Blue, EVERY single Missingno. I've encountered has been an Aerodactyl Missingno.  I'm not exaggerating.  Must have something to do with the addresses I'm editing.

Or maybe the game knows that Aerodactyl Missingno. scares the s**t out of me.  O_o
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 07, 2013, 03:53:49 am
But your profile picture IS the Aerodectyl fossil!

Anyways here's my summary of all primary glitches produced by changing that byte, entering a wild battle in Route 1 and holding the A button through every dialogue until it starts glitching:

1. The game crashes after the first dialogue. (meh)

2. The wild Pokemon turns into a level 183 Aerodectyl Missingno. after some glitch effects, including some glitch sounds and throwing a Pokeball up to twice (first missed, second shake-and-miss). The battle continues with you vs the Missingno., except you can't select any of the 4 options, and every time you press A you attempt to run away but the game states that you're in a trainer battle. Usually one of the channels of the victory music plays during this 'battle'.

3. You send out your Pokemon successfully, except it becomes a Starmie with glitch name and is poisoned. When you press FIGHT, it states that it's burned immediately and its health drops to zero within a few minutes. You're then asked to switch Pokemon or run away, with an empty YES/NO box. Selecting YES the top option OR viewing the Pokemon party crashes the game shortly after. Selecting NO the other option OR attempting to run away sends you to what I call a wait-for-doom screen (http://youtu.be/mrgXWNX58Qo?t=13m41s) - the game crashes shortly after that as well.
(I just got a Paralysed Electabuzz knowing super glitch - but this should be rare)

4. [much less common] Similar to the first one, except this time the Pokedex entry of either Gastly or Missingno. is shown even if you've caught them before. After that, the battle continues with the respective Pokemon replacing the wild one. The HP bar is glitched (showing CLLLLLLLLLLLLE instead of the bar), it's paralysed, and you sprite is blank. Pressing A a few times will result in another glitch dialogue. Pressing A during one of them results in you attempting to catch the Pokemon and failing it, then crashing the game. (I got an op-code error)

5. The battle continues normally. Your Pokemon's name may have one character replaced by an exclamation mark, but that's not permanent. You may choose to fight or run.

5a. Fighting the Pokemon:
The fight is usually normal, but sometimes your Pokemon may use a move it doesn't have (like Pound for my Mew). In case you can end the battle without glitching the getting experience part, go to part 5b. Else, the game will crash/freeze with a unique screen.

5b. Running away:
Usually you're safe. Sometimes not.

You may be teleported to a glitched Celadon City upon exiting the battle screen. You may be stuck in a tree, on a rooftop, or even on the floor, surrounded by invisible blocks. The fly menu may register different cities from what you had (Cerulean City is usually not accessible). Teleporting brings you to The Glitch Cave. Dig/Escape Rope there brings you to another place in The Glitch Cave. You can't escape!

If not teleported away from Route 1, you may find the cycling music playing, even if you don't have a bike. You should then notice that your Pokedex is gone. No wild Pokemon will appear from now on, all trainers and items are reset, and there are two old men in Viridian City. There are different levels of glitchiness. The most severe one prevents you from going anywhere other than Pallet Town, Viridian City, Route 1 and 2 and the Diglett Cave, even with the walk-through-walls code.
Going to Route 22/Route 21/Route 3 crashes the game. Going to Pewter City makes you move in sloooooow motion before crashing. Going to Route 11 via Diglett Cave locks up the game. Flying locks up/crashes the game. Teleporting sends you to Glitch Cave.

You may go anywhere in a less glitchy version, except you can't get off the 'bike' anywhere (even going into a building), and so you can't surf. ("Cycling is fun! Forget SURFing!") Flying away gets rid of the problem, but the default flying location changes to map FE or another invalid map with a long name so you need to press B first. The fly-accessible list changes as well. The palette changes permanently to a shade of cyan after accessing the fly menu, and exiting from the menu locks up the game, so you must fly away. If you DO fly away, a hooked Tentacool of DOOM will start stalking you. Its first appearance is when you land at the destination. You can't FIGHT it or catch it and must run away. Every time you fly thereafter it appears again just after you select the destination. You land where you are after running from it, so you basically can't fly anymore. Encountering trainers except the ones in gyms locks up the game after the dialogue, but defeating E4 makes them normal again.

Oh I wrote too much! (But it's only from 2 videos, one of which I haven't uploaded yet)

A simple explanation for those glitches is that, a large part of VRAM is overwritten when you press A (or B) during dialogues, to a pattern of (22 C0 03 B7 1C F8 19 C0), repeated every 8 bytes, so it's kinda like the ZZAZZ glitch (overwriting 99 99 xx every 3 bytes). The Aerodectyl Missingno. is B7h, 183 is B7h, 'x' is B7h, '2' is C0h, Gastly is 19h, Earth Badge is 1Ch, Soul Badge is 19h, Water Stone is 22h, Glitch Cave (Seafoam Islands) is C0h. This can't explain the Starmie, Volcanobadge, Celadon City and Tentacool though.

N.B.1 I've never been warped to Vermilion. Instead I'm always warped to Celadon.
N.B.2 One time I used DIG from the glitch cave and ended up in Mr. Psychic's house. Guess what? It's B7h!
N.B.3 The overwritten bytes may affect the battle mode. That's probably why you can't fight the glitches.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on February 07, 2013, 11:50:31 am
#1: Fairly common for me.
#2: Happens fairly regularly.  The inability to use any of the menu functions happens to me as well, but when you try to press something, the game displays a text box containing "N" (presumable short for "No! There's no running from a trainer battle!")
#3: Never had this happen.  I have had glitch text boxes containing "is frozen solid!" displayed right before attacks during battles.  The game tries to overwrite the text with "used (attack)!" but it only gets as far as "u", resulting in the text box saying "us frozen solid!"
#4: This is pretty uncommon for me as well.  Other glitch effects involve " 'CLLLLLLL(letter, usually M)", so it isn't unique to this glitch.  I think I made a post about that a while back, maybe on the old forum.
#5: Never had that exclamation point effect happen.

I think I meant Celadon instead of Vermilion.  I never finished R/B normally, so I don't remember the town names very well.  ;)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 07, 2013, 09:52:22 pm
I've covered the first 4 effects in my video, along with the warped to Celadon part.

The frozen solid box should be related to super glitch. Do you see TMTRAINER after that? (after changing the byte back to AF)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on February 07, 2013, 11:05:02 pm
The frozen solid box should be related to super glitch. Do you see TMTRAINER after that? (after changing the byte back to AF)
I...actually don't think I've ever encountered Super Glitch or TMTRAINER while editing that address.  At any rate, no glitch attacks have ever crashed the game when editing 3906.

I usually just change AF to 9F and don't change it back.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on February 08, 2013, 01:26:28 pm
2. The wild Pokemon turns into a level 183 Aerodectyl Missingno. after some glitch effects, including some glitch sounds and throwing a Pokeball up to twice (first missed, second shake-and-miss). The battle continues with you vs the Missingno., except you can't select any of the 4 options, and every time you press A you attempt to run away but the game states that you're in a trainer battle. Usually one of the channels of the victory music plays during this 'battle'.
As you saw in your video, the "x 2" effect, as I like to call it, is also prevalent.  Willis seems to have the first video of this effect.
http://www.youtube.com/watch?v=Eu1BwYZZcgo
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 09, 2013, 12:36:46 am
Those are precisely the (22 C0 03 B7 1C F8 19 C0) character pattern. Only 'x' and '2' are valid characters in the pattern.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokegirl4ever on March 02, 2013, 03:50:00 am
Hi there, I'm new to glitching and everything and I thought I'd share something here-sorry if this has been discovered but I've never seen it before and I thought it would be fun to bring up.

So I recently obtained Pokemon Red and decided to play through it using glitches just so I could mess around. I got to the end of the game quickly and decided to go catch the glitch Pokemon with the Ditto glitch. After catching ゥ.4 (I think it's called that-I obtained it at the special of 194). Noticing it's Nameless Glitch Move I decided to save it and play around with it. At first it always had no effect or would crash the game. But I discovered that when I checked its moves before going into battle the "glitch" would activate. If it works it has the same effect of super glitch after battle where multiple Pokemon evolve and your party has to many Pokemon etc.

This is where it got weird. Following from MissingNoXpert on Youtube, I tested it out in Rock Tunnel and ran into a Zubat, however instead of going to knock it out, it acted like a Ghost by telling me to "Get out, Get out" and ゥ.4 would be to scared to move. So by having no option, I ran away. Instead of being in Rock Tunnel though, I ended up in a glitched version of Pokemon Tower(I could tell it was here due to the music). This has happened 3 times out of about 5 when I battle Zubat and never with other Pokemon in Rock Tunnel. I've also tried having the Silph Scope on me however its never stopped the Ghost text. These are the notes I've noticed every time I use this glitch-

1. Due to the messed up map moving is only possible down however sometimes you will hit a wall. I've found this can be gotten round by opening and closing the start menu sometimes. When you go so far down the game with eventually crash.

2.You're inventory will become messed up-the first item for me is always 10F and everything else will always be random items and lots of j.'s.

3.You will run into Ghosts when moving around "Glitch Tower" (that's what I'm calling it) and your Pokemon sent out will be boosted to a high level and will be low on health.

Anyone else experienced this? And why is it only Zubats in Rock Tunnel (I assume it is because Rock Tunnel is near Pokemon Tower). Hope you found this interesting.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on March 02, 2013, 05:19:55 am
Quote
1. Due to the messed up map moving is only possible down however sometimes you will hit a wall. I've found this can be gotten round by opening and closing the start menu sometimes. When you go so far down the game with eventually crash.
The bytes D35E-D35F was probably modified by the super glitch. They change the current map and current block (=group of 4 tiles) respectively.

Quote
2.You're inventory will become messed up-the first item for me is always 10F and everything else will always be random items and lots of j.'s
Super glitch is known for messing up inventories everything. j. is the HEX 00 item.

Quote
3.You will run into Ghosts when moving around "Glitch Tower" (that's what I'm calling it)
Quote
it acted like a Ghost by telling me to "Get out, Get out" and ゥ.4 would be to scared to move
Quote
I've also tried having the Silph Scope on me however its never stopped the Ghost text.
Since the current map was changed to Pokemon Tower, every wild Pokemon you encountered appeared as Ghost. (I think this is hardcoded there) Don't know about the Silph Scope part. Have you tried browsing one of your Pokemon's stat page and see what's the original Pokemon there?

Quote
Following from MissingNoXpert on Youtube, I tested it out in Rock Tunnel and ran into a Zubat
He did it using the glitch move learnt by Q on Yellow. Your move is probably different from it.

Quote
I assume it is because Rock Tunnel is near Pokemon Tower
No, this is irrelevant.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on March 08, 2013, 01:50:25 am
Uhm did you guys play with the MemoryViewer?

Well I have only on thing.

I was going to the League with a Team of only 'M an Missingno.

1. Fight against Lorelei.
 For no reasons she send her Cloyster twice..
2. Battle end like always.
3. very long Blackscreen of epic Doom!
4. a Textbox apeared: "How dare you!" (Loreleis Text, when shes defeated)
5. Missingno. Lvl 100 begin to start a Battle. I can fight, but if I try to capture it, I can only choose the first Item.
6. I run  Away - Crash.

Can someone tell me what the heck Im doing!?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on March 09, 2013, 07:11:53 am
Well I have only on thing.

I was going to the League with a Team of only 'M an Missingno.

1. Fight against Lorelei.
 For no reasons she send her Cloyster twice..
2. Battle end like always.
3. very long Blackscreen of epic Doom!
4. a Textbox apeared: "How dare you!" (Loreleis Text, when shes defeated)
5. Missingno. Lvl 100 begin to start a Battle. I can fight, but if I try to capture it, I can only choose the first Item.
6. I run  Away - Crash.

Can someone tell me what the heck Im doing!?

That's strange. I tried using only 'M and Missingno. on English Red/Blue, but Lorelei sent out her Cloyster only once.

Are you able to replicate it? Which version are you using? Does Missingno./'M know any Super Glitch moves? (They can't normally, but the Yellow equivalent of 'M, 3TrainerPoké can)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on March 12, 2013, 07:54:05 am
That was on my Blue Rom. I suppose one of my Missingno, knows the Cooltrainer Move...since he has no Attacks.
And that was yeeears ago. I can try to redo it but I know that I treyed it a lot this day but it never happend again.
I will try an tell if it worket, an if it dies I will film it.


Edit: Missningo is now lvl100 an if i use the Move it claims that it is used 'Trainer or Rocket'
Can I use this Pokemon for Glitching? D:
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on March 12, 2013, 09:37:37 am
It seems to be really the -- move. But the question is, how did the Missingno. get it?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on March 12, 2013, 09:49:55 am
I think its because it has no attacks...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on March 12, 2013, 12:03:01 pm
But you need to get it to have no attacks.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on March 12, 2013, 12:19:05 pm
ARcode for Missingnoencount, capture it, it has always no attacks, despite it is using some in batle. :o
[Bad English~]
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on March 12, 2013, 01:19:36 pm
So thats not actually this Glitch I was looking for.
But..the other results are interessting aswell.

http://www.youtube.com/watch?v=DnOlnat0soE
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on March 12, 2013, 02:15:13 pm
ARcode for Missingnoencount, capture it, it has always no attacks, despite it is using some in batle. :o
[Bad English~]

It appears Missingno. and 'M have different starting moves in the German versions Rote and Blaue. They are (Move 00h), Headbutt (Kopfnuss), Sky Attack (Himmelsfeger) and Hi Jump Kick (Turmkick). If you put Missingno. as the first Pokémon in the party and enter the code 01xx78D1, you can replace the first move with whatever you want.

In the English versions, they normally have the starting moves Water Gun, Water Gun and Sky Attack.

The reason why it appears to have no attacks is because the 00h move (which has the Cooltrainer♀ type in English versions) appears at the top of the move list and hides all of the attacks below it/disables you from moving the cursor below it. It appears that the effects of viewing the German version of 00h are more volatile than the effects in English Red/Blue and viewing the move can freeze the game more easily.

In the English Red/Blue, a number of things can happen when you view the move a) nothing b) a freeze (more common in Yellow) c) changing the wild Pokémon into Missingno. (32h) or Horsea and giving it the Freeze/Burn status (as described in my post on the General Pokémon Glitchiness thread). 'c)' can happen in German Rote and Blaue, too.

In Trainer battles, in the English and German versions if you get the Freeze/Burn effect to happen (as in 1:59) the Pokémon that was affected will be sent out again after it faints. You can repeat this.

(http://i.minus.com/jWWsfpOCrTfFp.png) (http://i.minus.com/jb2nLqr7PeFFM4.png)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SuperGlitchy on April 05, 2013, 03:45:09 pm
Hey, does anyone know if it's true that MISSINGNO. writes to your save file when you encounter it? I've heard that on Pokemon Stadium/2 it'll show "Saving..." On the bottom when encountering it, but I lost my transfer pak. I just don't think it's possible.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 06, 2013, 05:04:54 am
Hey, does anyone know if it's true that MISSINGNO. writes to your save file when you encounter it? I've heard that on Pokemon Stadium/2 it'll show "Saving..." On the bottom when encountering it, but I lost my transfer pak. I just don't think it's possible.

It's true, but it doesn't write to all of the save. It only writes to the Hall of Fame data, which is separate to the main save data. So if you encounter Missingno. or send it into battle with at least 1 Hall of Fame entry and reset the game without saving, it will still be corrupted as if you saved the game.

The save also happens when playing on a handheld console, but you won't be able to see 'Saving...'. I believe this is partly the reason why there is a small delay when encountering Missingno. or 'M.

If you beat the Pokémon League for the first time after seeing Missingno. or 'M your Hall of Fame normal will be normal, showing the Pokémon you used and even glitch Pokémon if you used them.

(http://i.minus.com/jbnT7NX7ec1TKK.png)(http://i.minus.com/j0UR8TCbhGGuq.png)(http://i.minus.com/jWv6qBwNpR3yE.png)

Beware though, simply sending Missingno. out /a similar non-hybrid glitch Pokémon or encountering them after you beat the game will corrupt the HoF. If you just view its stats from the Pkmn menu though, either in battle or from the start menu, it won't cause the corruption.

If your Hall of Fame data is corrupted, you can 'flush it out' by beating the Pokémon League 51 times, provided you don't encounter Missingno. /a similar non-hybird glitch Pokémon again or send it out in battle in between.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SuperGlitchy on April 06, 2013, 08:48:22 am
Thanks. I always wondered why there was a small delay when encountering him. I've seen rambles on the internet "DON'T ENCOUNTER MISSINGNO. IT WRITES TO YOUR SAVE!!!1" Though, my Pokemon Red game seemed fine after I encountered it. (I haven't beaten the game.) So I wondered what part it saved to. Again, thank you for taking the time to answer my question.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 06, 2013, 09:02:41 am
Thanks. I always wondered why there was a small delay when encountering him. I've seen rambles on the internet "DON'T ENCOUNTER MISSINGNO. IT WRITES TO YOUR SAVE!!!1" Though, my Pokemon Red game seemed fine after I encountered it. (I haven't beaten the game.) So I wondered what part it saved to. Again, thank you for taking the time to answer my question.

You're welcome.  :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on May 11, 2013, 08:56:29 am
If your Hall of Fame data is corrupted, you can 'flush it out' by beating the Pokémon League 51 times, provided you don't encounter Missingno. /a similar non-hybird glitch Pokémon again or send it out in battle in between.
Is it possible to encounter Missingno. in a Pokemon League battle, or does that only happen if you're messing with leader rosters?

I haven't been on here for a while because I haven't been able to record glitching activity (Hypercam doesn't record audio from my sound card any more for some reason).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on May 11, 2013, 09:30:09 am
Just download VBA-R and use the built-in recording function. It works well.

You should be able to encounter Missingno. in league battle with 8F, cable club escape glitch, super glitch or ZZAZZ glitch.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on May 12, 2013, 05:07:51 pm
I don't know how many people on here have tried messing with address 1578 in the memory viewer in R/B, but it's fun to play with and very effective.

The trick is to set the first four bytes to this (or something close to this):
08 XX 20 01

I'm currently seeing what numbers in the place of XX result in effects besides crashes. So far, 71, 82, 92, 94, and 96 are pretty interesting. All of the effects have to do with sprite data, so accessing the Pokedex or entering a battle will reveal their effects pretty obviously.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on May 12, 2013, 08:11:26 pm
Just one more thing I've noted:

In addition to garbling the front and back sprites of Pokemon, modifying 1578 can mess with the enemy Pokemon's moves as well.  I've gotten a Rattata with Doublekick and a Rattata with Selfdestruct so far.

Also, might someone be able to investigate what happens when the first byte of address 3906 is changed to 0F? Something very glitchy with Pokemon names, the trainer profile template, and "Too bad! The trade was cancelled!" occurs, but I have no idea what.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on May 19, 2013, 07:48:12 pm
Triple-post, woo!

As inspired by one of agusganog's videos, I've tried an address in a brand-new location: D35E. Something to do with location and teleporting when you change the first byte to A7...but that byte changes with the area, so it takes a few tries to get it working correctly.

There's a little bit of everything in this code...crashes, Glitch City teleportations, Safari Zone recalls, and things like this very odd credits glitch.
http://www.youtube.com/watch?v=C97TXX6Pcy0&feature=youtu.be

Let me know if the video doesn't work.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on May 20, 2013, 06:04:15 am
Triple-post, woo!

As inspired by one of agusganog's videos, I've tried an address in a brand-new location: D35E. Something to do with location and teleporting when you change the first byte to A7...but that byte changes with the area, so it takes a few tries to get it working correctly.

There's a little bit of everything in this code...crashes, Glitch City teleportations, Safari Zone recalls, and things like this very odd credits glitch.
http://www.youtube.com/watch?v=C97TXX6Pcy0&feature=youtu.be

Let me know if the video doesn't work.

D35E is the map number. Try entering a door with D35E at a certain value (see here (http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_(Generation_I))) and you will warp there. A7 (167) corresponds to the Pokémon Lab in Cinnabar Island.

There are glitchy effects when you change the byte directly and often the game will freeze, but when you change D35E to A7 in your room it loads a glitchy version of the Hall of Fame. The reason for this is related to the 'level-script pointer' (WRAM: D36E-D36F). Each map uses a certain bank (list of values in Yellow can be found here (http://freetexthost.com/bsy42cst51)) and a 'level-script pointer', which indicates where the game should operate data in the 'background'' based on the bank.

For example, in Yellow the level script pointer for Red's House (floor 2) (id: 26h, dec: 38) is [B0, 40] and the bank for that map is 17h (dec: 23).

This means the pointer is 17:40B0, and to work out the offset you do:

romAddress = (bankNumber * 0x4000) + (twoBytePointer - 0x4000);
romAddress = (17 * 0x4000) + (B040 - 0x4000)
∴ romAddress = 5C000 + 7040
∴ romAddress = 63040

This happens to do nothing, but if you change the change the map, you change the bank, and therefore change the offset to the level-script function.

Examples of special level-script functions include the Hall of Fame script and Diglett's Cave entrance (Route 2/Vermilion City entrance), which constantly writes to the last exit byte, D365 to either 0Dh (dec: 13, Route 2) or 05h (Vermilion City), respectively. There are others, like Rock Tunnel as well.

Notice that if you change D35E indirectly and the game seems to continue as normal, talking to NPCs will give you different text. I suspect that this is probably related to text identifiers being exclusive to one map (see here (http://forums.glitchcity.info/index.php/topic,6642.msg189567.html#msg189567) for an explanation on why 'error' messages appear during the Trainer-Fly glitch) but I'm not 100% sure.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on May 20, 2013, 07:14:27 am
Every sign/NPC has an identifier that starts with 1 in each area. (0 is for the start menu, I think)
If you change the map identifier and interact with the signs/NPCs, you'll likely see inappropriate text (like the healing message) or invalid text that ends with (id) ERROR.
Example video: http://www.youtube.com/watch?v=STKP1XXhuxU
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on May 20, 2013, 07:59:45 am
If you change the map identifier and interact with the signs/NPCs, you'll likely see inappropriate text (like the healing message) or invalid text that ends with (id) ERROR.
Example video: http://www.youtube.com/watch?v=STKP1XXhuxU
Yes, NPC text errors happened to me as well.

I think I understand what you're saying about the pointers. But when, for example, the game displays glitchy credits in a particular location, does it overwrite the room data with the credits data?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on May 20, 2013, 08:26:27 am
I don't know exactly how the Hall of Fame script works. I suspect it probably just writes data on the screen.

Technically, the room data as in the map header data (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Map_Header) (except the level-script pointer) and tileset header (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Tileset_Header) stays the same as it is.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on May 20, 2013, 09:10:46 am
I don't know exactly how the Hall of Fame script works. I suspect it probably just writes data on the screen.

Technically, the room data as in the map header data (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Map_Header) (except the level-script pointer) and tileset header (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Tileset_Header) stays the same as it is.
Text pointer and the connections change as well.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on May 20, 2013, 02:54:12 pm

Technically, the room data as in the map header data (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Map_Header) (except the level-script pointer) and tileset header (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Tileset_Header) stays the same as it is.
That's what I thought, since the tileset appeared to correspond to the location in this case.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on May 21, 2013, 11:52:59 am
Alright i'm not sure if i've posted this here before but I made a few notes while memory hacking Pokemon Blau (yeah I don't know why exactly I was playing around with the german version but meh.) While they're not complete yet i'll give you a little bit of information. :V If you've wanted to tweak the music in the game, $C000 contains data for the sound driver. Pokemon Blue and Red were games that didn't take full advantage of the stereo sound the GB had to offer, there's only one song in the game that plays in stereo in the very first part of the song. (The theme that plays in the rocket's hideout in Celadon.) However to change any song to play in stereo simply change the byte located at $C004 to any value between F0 and FE. (FD provides the best results IMO.) However since the sound driver gets refreshed when a new song is loaded into memory, you'd have to change the byte again once the map loads to hear the music in stereo. Another address related to music is $1215, this part of the ROM itself seems to contain code to tell the game which music ID to play during the overworld. Depending on which song is playing, it'll fetch another song within the same bank as the current song playing. Just wanted to share that little tidbit incase you wanted to mess up the music. :P
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on June 08, 2013, 05:22:01 am
I can't use a PP Up anymore in Pokemon Red. Prof. Oak always tells me it's not the right time to use it, but he doesn't mention when can I use it.

Someone asked the same question in here (http://www.gamefaqs.com/boards/198314-pokemon-yellow-version-special-pikachu-edition/50811686) and there (http://answers.yahoo.com/question/index?qid=20101026095053AAjgP2R), but no one gave a solution.

Is it a glitch or just some side-effect of a previously used glitch? I need to use a PP Up to get 8F to work.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 08, 2013, 06:34:24 am
I can't use a PP Up anymore in Pokemon Red. Prof. Oak always tells me it's not the right time to use it, but he doesn't mention when can I use it.

Someone asked the same question in here (http://www.gamefaqs.com/boards/198314-pokemon-yellow-version-special-pikachu-edition/50811686) and there (http://answers.yahoo.com/question/index?qid=20101026095053AAjgP2R), but no one gave a solution.

Is it a glitch or just some side-effect of a previously used glitch? I need to use a PP Up to get 8F to work.

There are actually two PP Ups in Generation I. One of them (hex: 32), doesn't work and can only be sold for 4900 Pokédollars. (which is kind of weird, because the right one sells for nothing)

The right PP Up is the hex: 4F one.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on June 08, 2013, 08:02:54 am
Thanks a lot! (I shouldn't have used the last PP Up in the game without cloning it first)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 09, 2013, 06:05:21 am
You're welcome. :)

There are some hidden PP Ups, like these:

(http://i5.minus.com/j327BkQVPLeFb.jpg)(http://i5.minus.com/je7iuSTUMfNGq.jpg)(http://i5.minus.com/jk4R0jR5OaCNn.jpg)

Are you sure you've found them all?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on June 09, 2013, 10:20:12 am
I've found all 4 in the game. In fact, I've collected all items in the game, when I shouldn't have done that.

There's one more in the Cerulean Cave.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: konali on June 23, 2013, 10:35:18 am
bulbapedia says "The leveling up learnset, base stats and types of the Kabutops Fossil, Aerodactyl Fossil and Ghost forms are the same as the Pokémon whose data was accessed last."
What happens if you didnt acessed pokemon data yet, or if you acessed ghost data?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Calhaora on June 24, 2013, 01:29:01 am
I've found all 4 in the game. In fact, I've collected all items in the game, when I shouldn't have done that.

There's one more in the Cerulean Cave.

nice, think I thought I was the only one xD
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: holdjack421 on November 25, 2013, 10:08:19 am
THERE IS AN OTHER AMAZING MAN IN CERULEAN!!!!! If you surf up to the Unknown Dungeon in Cerulean while the man guarding it is still there, and go to the left side of the dungeon and walk left so he is one block offscreen, take on step towards him and hit the menu while taking that step, he will be like the amazing man on Nugget Bridge!!!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on December 05, 2013, 01:11:42 pm
I've mentioned this before, but no one seems to have tried it for themselves.

In R/B, changing the first byte of address 3906 to 0F has some very interesting effects.  If you interrupt a text box while the text is loading, the music locks up and you are entered into a loop of some odd trade screen.  Seemingly random Pokemon lists (including 'M and PokeWTrainer) appear, and the "Too bad! The trade was cancelled!" text box appears at the end of each loop.

I was surprised to see that the glitch effects were compounded by the "wild Pokemon are trainers" GS code.  Interrupting the "(name) wants to fight!" text results in some interesting textual effects.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: IIMarckus on December 05, 2013, 06:31:12 pm
Code: [Select]
; This function is used to wait a short period after printing a letter to the
; screen unless the player presses the A/B button or the delay is turned off
; through the [$d730] or [$d358] flags.
PrintLetterDelay: ; 38d3 (0:38d3)
        ld a,[$d730]
        bit 6,a
        ret nz
        ld a,[$d358]
        bit 1,a
        ret z
        push hl
        push de
        push bc
        ld a,[$d358]
        bit 0,a
        jr z,.waitOneFrame
        ld a,[$d355]
        and a,$0f
        ld [H_FRAMECOUNTER],a
        jr .checkButtons
.waitOneFrame
        ld a,1
        ld [H_FRAMECOUNTER],a
.checkButtons
        call GetJoypadState
        ld a,[H_CURRENTPRESSEDBUTTONS]
.checkAButton
        bit 0,a ; is the A button pressed?
        jr z,.checkBButton
        jr .endWait
.checkBButton
        bit 1,a ; is the B button pressed?
        jr z,.buttonsNotPressed
.endWait
        call DelayFrame
        jr .done
.buttonsNotPressed ; if neither A nor B is pressed
        ld a,[H_FRAMECOUNTER]
        and a
        jr nz,.checkButtons
.done
        pop bc
        pop de
        pop hl
        ret
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: IIMarckus on December 05, 2013, 06:46:09 pm
THERE IS AN OTHER AMAZING MAN IN CERULEAN!!!!! If you surf up to the Unknown Dungeon in Cerulean while the man guarding it is still there, and go to the left side of the dungeon and walk left so he is one block offscreen, take on step towards him and hit the menu while taking that step, he will be like the amazing man on Nugget Bridge!!!

A friend and I looked into this bug a few weeks ago. It’s due to a bug in the overworld loop, and happens anytime you bring up a textbox (like the start menu) while loading a sprite for the first time on a map. The fix is simple.

Code: [Select]
00:36 < padz> ok i see whats happening
00:36 < padz> sprites get placed at the beginning of the overworld loop
00:37 < padz> after you walk it jumps back to the beginning
00:38 < padz> when text happens it assumes that all the sprites already got taken care of

01:10 < padz> ok
01:10 < padz> my earlier explanation was right
01:11 < padz> except the part where i said updatesprites got called at the beginning
01:12 < padz> map scripts are getting run assuming the sprites are updated
01:12 < padz> when theyre not

01:42 < padz> turn call GetJoypadStateOverworld into call UpdateSprites; call GetJoypadStateOverworld
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: The Great Gazoo on December 17, 2013, 11:19:54 pm
I'm familiar with the fact that the Trainer/Fly glitch can be used to make objects (or Snorlax, mostly) disappear, but is it fully understood how it works? I ask because I was under the impression that you could make the object disappear by walking up to it during the glitch or viewing it just before to make it disappear permanently, but I had TM08 disappear on the S.S. Anne before I ever stepped foot on the ship. It is permanently gone and the Itemfinder senses nothing in the room where it's supposed to be. I found one other instance of this happening to someone, but he didn't know why that specific item was missing either. Anyone know?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on January 16, 2014, 11:28:10 pm
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Zowayix on January 17, 2014, 02:20:08 am
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

Took me a while to figure this out, but it looks like this is one frame of the Fly animation (out of battle) plus a conveniently positioned arrow thing that looks like a beak.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on January 17, 2014, 04:50:26 am
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

Took me a while to figure this out, but it looks like this is one frame of the Fly animation (out of battle) plus a conveniently positioned arrow thing that looks like a beak.
(http://img46.imageshack.us/img46/9823/1ppa.png)(http://img541.imageshack.us/img541/1296/r6hm.png)
I don't think so. The Fly animation has bigger wings and different leg position.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: TheZZAZZGlitch on January 17, 2014, 06:45:52 am
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

The move Dizzy Punch uses that sprite in its animation. It is completely separate from the fly animation sprites, and for some reason is the first sprite in the battle animation tileset:

(http://i5.minus.com/ix9qzQgpQYUQH.png)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on January 17, 2014, 07:27:46 am
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

The move Dizzy Punch uses that sprite in its animation. It is completely separate from the fly animation sprites, and for some reason is the first sprite in the battle animation tileset:

(http://i5.minus.com/ix9qzQgpQYUQH.png)

Thanks!
You can see that battle sprites appear randomly in the video.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Patashu on February 21, 2014, 07:09:58 pm
I was wondering, is there a full list of music related glitches in RBY and how to trigger them? For example

1) Sometimes when Oak shows you to his lab at the beginning of the game, when the music changes back to the music for his lab, it's playing at a half time speed.
2) Sometimes when there's a level up jingle mid battle, it doesn't interrupt all the channels and a bit of the battle music is still playing.
3) When you throw a pokeball, the 'pitch bend downwards' effect isn't properly cleared and it bleeds into one of the channels of the music.
4) You can do a 'jingle skip' to not be forced to wait when picking up an item.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on February 22, 2014, 10:26:04 am
Cool, half of those don't sound familiar to me, except 2 or 3.

5) Certain glitch Pokémon use music channels for their cries instead of ordinary cries. This is common in a corrupted Hall of Fame.
6) If you evolve a Pokémon after the final battle with Blue, the music will be muted until Professor Oak comes to congratulate you. (Video (http://www.youtube.com/watch?v=KxMstD8iWNM))
7) If you draw in a Pokémon battle via SelfDestruct/Explosion, the victory theme plays even though you lose. (Video (http://www.youtube.com/watch?v=HDWoG2BCGbU))
8) Mute Fuschia City/Safari Zone gate: This glitch was found by Chamale.

Perform the first half of the Glitch City trick (so you don't get prompted about whether you're leaving early), then use all of your remaining steps in the Safari Zone gate. This will cause the music in the gate to mute and the Fuschia City music when you walk out. It can be fixed by using a Bicycle.

9) Mute Cerulean City/Safari Zone gate: This glitch only works in Red/Blue because you can't perform the Glitch City trick by blacking out in Yellow. Incidentally, the number of steps gets reset to 0 after you warp to your blackout destination there.

Set your blackout destination to Cerulean City by healing there. Bring only a poisoned Pokémon to the Safari Zone and black out (every four steps is one HP of poison damage). You will warp to Cerulean City. Keep walking until your Safari Zone steps run out, then the music will mute. It can be fixed by using a Bicycle. (Video (http://www.youtube.com/watch?feature=player_detailpage&v=fKbL0LX3rJA#t=248))

It doesn't work with all locations. It may be related to the music in Cerulean City and Fuschia City matching the Safari Zone gate music.

10) If in Red/Blue you fall down a hole in Victory Road while riding a Bicycle, the Bicycle theme will play even though you're no longer on a Bicycle and now walk at normal speed. (Video (http://www.youtube.com/watch?v=N87X9DE5-zk))

11) Due to battles using a different sound bank, the 'poof' sound in Red/Blue when you forget a move is wrong within battles. (Video (http://www.youtube.com/watch?v=EzmajebL3sI))

12) When a Pokémon has low HP, the beeping sound will distort its cry, probably due to the beeping taking up one channel. Sometimes it may sound like another Pokémon. (Video (http://www.youtube.com/watch?v=sEvX92byEaw))

I found a few more on Pokeglitch (http://pokeglitch.tripod.com/id6.html).

13) For some reason in Yellow (and not in Red/Blue) getting on the Bicycle in Victory Road and Route 23 will not change the music. The music will change normally in Mt. Moon, Rock Tunnel and Seafoam Islands.  This is strange, and I can't be sure if it's really a glitch. It stops the aforementioned Bicycle music glitch from occurring.

14) Combing cries in the Pokédex:

Quote
First of all you have to get Jynx and Scyther, or at least have their data in the Pokédex. Then go to the Pokédex, scroll down to Jynx, select CRY, and while Jynx's cry is playing, QUICKLY go up to Scyther and select CRY. If done right the game will make a weird sound. Note: you can do it with Mr. Mime if you don't have Scyther.

Does anyone know of any more that I missed?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Patashu on February 26, 2014, 08:59:10 pm
I just saw Werster ( http://twitch.tv/werster ) get the Oak's Lab sound glitch again during attempts.

Here's a highlight of it: http://www.twitch.tv/werster/b/506665840?t=1h08m50s (wait about 5 seconds)

No idea what reproduces it, werster sometimes gets it and sometimes doesn't (maybe 1/100 chance?)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on March 09, 2014, 09:18:33 am
I wonder what causes the game to display the PA text when the ball is blocked when you hack the old man to fight trainers
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on March 09, 2014, 02:28:52 pm
I wonder what causes the game to display the PA text when the ball is blocked when you hack the old man to fight trainers

I suspect Game Freak may have made it so that all non-00 battle system values can have the game react to when you have no Safari Balls by causing the PA message to appear. Technically the game is right; it detects that you have no Safari Balls left, but for some reason it only works with Trainer battles. When a Safari Game ends at the normal 'time' or if you haven't started one yet, DA47 (DA46 in Yellow); the number of Safari Balls is 0. For some reason, if you end your game early, then in both Red and Yellow the number of Safari Balls stays as it was, but this doesn't matter normally as it is set back to 30 (hex: 1E) when you start a new Safari Game.

If you cheat to get an Old Man battle with a Trainer within the Safari Zone, the Old Man will keep throwing the Safari Ball until the enemy Pokémon flees, because DA47/DA46 isn't reduced. You can also modify DA47/DA46 manually, so that the Old Man will get the PA message if it's 0, or keep throwing the ball until the Pokémon flees if it's not 0.

If the Old Man does not encounter a Trainer, the game doesn't seem to send you to the Safari Zone if DA47 is 0, and won't alter it either, meaning a normal Old Man battle will end as it's supposed to.

The PA message will also work with Prof. Oak (in Yellow) and glitch battle systems such as FF, 77, etc. (at least some of these apparently work the same).

Side note: For a proper Trainer battle, you have to change DA57 (DA56 in Yellow) to 02 because 00 will make the Old Man or Prof. Oak think it's not the time to use the ball.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on March 19, 2014, 11:47:16 pm
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

The move Dizzy Punch uses that sprite in its animation. It is completely separate from the fly animation sprites, and for some reason is the first sprite in the battle animation tileset:

(http://i5.minus.com/ix9qzQgpQYUQH.png)
Isn't that the same sprite used for confusion, or is that separate?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MissingNoGuy55 on March 20, 2014, 12:09:34 am
Nah, confusion is the question mark.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Zowayix on March 20, 2014, 02:09:06 am
The question mark there looks like it's from the Amnesia animation, but then I've already proven my lack of expertise in the field of RBY sprites so I should probably shut up now.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on March 20, 2014, 03:47:09 am
Nah, confusion is the question mark.

The question mark there looks like it's from the Amnesia animation, but then I've already proven my lack of expertise in the field of RBY sprites so I should probably shut up now.

Both of these answers are correct. When you attack under confusion, an animation with the ? mark is played beside your Pokémon's mini-sprite. On the turn that confusion is being inflicted, the eight sided shape appears.

The same ? mark animation is used for Amnesia, as well.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on March 20, 2014, 04:01:54 pm
Nah, confusion is the question mark.

Ah, okay. Got R/B/Y and G/S's confusion animations confused.

Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on March 21, 2014, 03:13:52 pm
I just noticed a Weedle always misses with Poison Sting against Onix. It's true for both sides (Weedle vs Onix or Onix vs Weedle). String Shot sometimes hits but Poison Sting always misses. Poison Sting used by other Pokemon like Ekans can hit Onix.

EDIT: This applies to other Pokemon with Rock/Ground typing as well.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on April 04, 2014, 02:23:21 pm
Where does Old Man store your name data in Pokemon Yellow?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on April 04, 2014, 04:41:30 pm
The old man glitch still stores data in the encounter slots, however after the old man catches the Rattata, the game blanks out encounter slots. The shore tiles do not act as grass tiles in Yellow, either.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Stilgar on April 05, 2014, 08:28:20 am
I just noticed a Weedle always misses with Poison Sting against Onix. It's true for both sides (Weedle vs Onix or Onix vs Weedle). String Shot sometimes hits but Poison Sting always misses. Poison Sting used by other Pokemon like Ekans can hit Onix.

EDIT: This applies to other Pokemon with Rock/Ground typing as well.

Does this happen with Rhyhorn/Rhydon as well, being Ground/Rock instead?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on April 05, 2014, 11:45:45 am
Yes all Poison Stings miss as well against Rhydon.

It still hits Cubone (Ground) and Kabutops (Rock/Water) though, so only dual Rock/Ground typing would make it miss.

EDIT: It misses against Gengar, which also has a 1/4x resistance to Poison.

Ekans' Poison Sting hits Onix but can't hit Gengar.

MORE EDITS: Not just Poison Sting, but other Poison moves as well.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Stilgar on April 06, 2014, 06:50:14 am
Yes all Poison Stings miss as well against Rhydon.

It still hits Cubone (Ground) and Kabutops (Rock/Water) though, so only dual Rock/Ground typing would make it miss.

EDIT: It misses against Gengar, which also has a 1/4x resistance to Poison.

Ekans' Poison Sting hits Onix but can't hit Gengar.

MORE EDITS: Not just Poison Sting, but other Poison moves as well.

I have tried replicating this using low leveled Gengar, Rhydon, Onix and Nidoking as well, since it's x4 resistant to Poison, being Poison/Ground and I noticed that a Weedle that is lower/same leveled than them misses all of them with Poison Sting, but if I try with a higher leveled one, it hits all of them. With Ekans is the same if it's higher leveled, but if it's lower leveled it always hits Nidoking and Gengar but it happened to always miss Onix and Rhydon, but sometimes it randomly hit Rhydon too trying with a different one. Probably it is something that has to do with the level or the stats of the two Pokémon? Or maybe the base stats? Aside from Weedle it seems a quite random thing to me, I don't know why this happens.
Also I have noticed another interesting thing: sometimes when Wrap (Normal type move) is used against Gengar (Ghost/Poison) it will actually hit multiple times, but without doing any damage.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on April 06, 2014, 09:56:42 am
Could it be that the calculated damage is 0 and it just counts as a miss?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Stilgar on April 06, 2014, 01:05:15 pm
Could it be that the calculated damage is 0 and it just counts as a miss?

Yes probably the damage is inferior to 1HP so it misses because of this, I have tried doing a calculation with the Pokémon Showdown calculator using the first generation statistics and the result using a low leveled Ekans Acid versus a high leveled Rhydon is this:

Ekans Acid vs. Rhydon: 0-0 (0 - 0%) -- aim for the horn next time

I have tried using a level 100 Omastar against a level 4 Weedle and 1HP of damage was still dealt, in fact the calculation says:

Weedle Poison Sting vs Omastar (0 - 0.2%) -- possibly the worst move ever

So yes, it's mostly because the damage dealt is so low that it results as a 0%.

The same things happen using the second generation statistics, probably trying the same in game would result in a failing move too?

EDIT: I have tried the same (level 3 Weedle versus level 100 Onix) with Pokémon Gold in game and the damage was still dealt (1HP), so it is definitely a first generation exclusive glitch.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on April 09, 2014, 10:48:20 am
Which addresses govern the battle style?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 09, 2014, 03:08:59 pm
Which addresses govern the battle style?

Here's all of the ones that come to mind.

D057: Battle type 1:
00=Outside of battle (functions like Trainer but you can't use battle only items, and the behaviour of items will change, e.g. you can use TMs)
01=Wild Pokémon
02=Trainer

D05A: Battle type 2:

00= Regular battle
01=Old Man battle
02=Safari Zone battle
03=RB: Don't send out any Pokémon, fight does nothing. If you open your items menu you automatically use an item, and can't close the "use item on which Pokémon?" message. At the end of your turn get the 'out of Safari Balls' message or have it still be your turn if you have Safari Balls Y: "Hurry, get away! (https://www.youtube.com/watch?v=m2EVWpfLSQg)" (unused)
04=RB: Same as 03. Y: Prof. Oak battle
05+=RB: Same as 03. Y: Same as RB's 03.

D05F: Wild or hooked encounter:

00=Wild
01=Hooked

D12B: Normal or link battle Trainer?:

00=Normal
01=Link battle (opponent has Red's picture and a custom team)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on April 09, 2014, 11:39:30 pm
I'm sorry for not saying this immediately but I actually mean the addresses governing the battle style (I mean if it is switch or set). I want to research glitch values for these
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 10, 2014, 04:02:08 am
I'm sorry for not saying this immediately but I actually mean the addresses governing the battle style (I mean if it is switch or set). I want to research glitch values for these

Oh! That would be D355.

From Datacrystal:

Quote
Bit 7 = Battle Animation (1 = Off, 0 = On)
Bit 6 = Battle Style (1 = Set, 0 = Shift)
Bit 5-4 = probably unused
Low Nybble = Text Speed (0x0 = fastest, 0xF = slowest)
Fast = 1
Medium = 3
Slow = 5

To clarify bit (x) means +(2^x), so you don't count 2^0 as bit 1 here, even though it technically is. The low nybble is x in YX where YX represent the byte. If it is 0, the text will be instant, if it is F the text will be the slowest.

Unfortunately glitch text speeds seem to be the only 'glitches' possible through this byte.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on April 11, 2014, 06:18:45 pm
I have two questions:
1. Why does Missingno. crash your game in yellow? Does it suffer the same problem as PokeWTrainer?
2. Why can't you use the Cooltrainer♀ move to mutate Pokemon in Yellow?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on April 12, 2014, 03:15:11 am
2. It's hard to get the move in Yellow since we can't switch move orders after Transforming anymore.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 12, 2014, 07:00:37 am
I have two questions:
1. Why does Missingno. crash your game in yellow? Does it suffer the same problem as PokeWTrainer?
2. Why can't you use the Cooltrainer♀ move to mutate Pokemon in Yellow?


1. Not exactly. The dimensions; A×D do not freeze the game, however its pointer 06 00 does/causes the walking characters effect (I don't know why though). If you fix its pointer you can have it never freeze on the opponent's side. Normally you may get a freeze when you encounter Yellow Missingno. and sometimes you'll not, kind of like you may get a freeze if you only fixed #205's dimensions and sometimes not.

Here are two Game Genie codes to fix Yellow Missingno. on the opponent's side (I don't know what I'm breaking (http://forums.glitchcity.info/index.php/topic,6864.msg194301.html#msg194301)):

00F-CDA-F72
40F-CEA-E6A

2. You actually can. But like camper said you can't use the Transform trick to get it on Yellow because you can't switch move orders after transforming on that version. You may have to trade a Ditto with the 0x00 move from Red/Blue to Yellow (and it is no longer CoolTrainer♀  typed on Yellow). Freezes and the glitch not happening are common, though. The Missingno. you get is hex:32, like in Red/Blue.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on April 12, 2014, 08:58:30 am
The Missingno. you get is hex:32, like in Red/Blue.
The Pokemon you get depends on the last position you opened the Party menu, Item menu or the PC, whether in or out of battle. Whether the glitch occurs is likely to be depended on the RAM.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on April 12, 2014, 11:12:39 am
The problem I get whenever I try the "---" move (X - x can learn it at level 11) is that no matter what happens, the game simply crashes. No matter where my position is, the game just immediately crashes. Another thing I noticed is that in Yellow, opening the Pokemon menu in battle gives a Horsea instead of Missingno.

And for Missingno., is there a way to encounter Missingno. without cheats and without it crashing? (Normal form missingno., not Kabutops/Aerodactyl/Ghost Missingno)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 12, 2014, 11:35:51 am
The Missingno. you get is hex:32, like in Red/Blue.
The Pokemon you get depends on the last position you opened the Party menu, Item menu or the PC, whether in or out of battle. Whether the glitch occurs is likely to be depended on the RAM.

Actually, while it's likely Yellow behaves in a similar way (I forgot about this (http://www.youtube.com/watch?v=Sst_5kAX2y4) video by TheZZAZZGlitch), you're very likely to just get a Missingno. or a Horsea by opening the menu in battle. I've tried different sprites and got the same result, with level 127 Horsea only appearing in Yellow if you mess up the graphics on the opponent's side (flip them) after sending certain glitch Pokémon into battle.

Edit: But an added note; you must view the glitch Pokémon's stats either in battle or outside of battle to flip the opponent's sprite.


The problem I get whenever I try the "---" move (X - x can learn it at level 11) is that no matter what happens, the game simply crashes. No matter where my position is, the game just immediately crashes. Another thing I noticed is that in Yellow, opening the Pokemon menu in battle gives a Horsea instead of Missingno.

And for Missingno., is there a way to encounter Missingno. without cheats and without it crashing? (Normal form missingno., not Kabutops/Aerodactyl/Ghost Missingno)

You're just unlucky. Keep trying. I did it in Diglett's Cave after opening the Pokémon menu in battle there.

Normal Missingno. may not freeze the game on the opponent's side in Yellow, but it's uncommon. When you exit, player sprites will walk across the screen.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on April 12, 2014, 11:46:49 am
You're just unlucky. Keep trying. I did it in Diglett's Cave after opening the Pokémon menu in battle there.
Opening the Pokemon menu guarentees Horsea 100% for me. It's just when I try to get Pokemon off of the screen tiles that it crashes. What makes it differ from Red/Blue than with Yellow?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 12, 2014, 11:51:57 am
You're just unlucky. Keep trying. I did it in Diglett's Cave after opening the Pokémon menu in battle there.
Opening the Pokemon menu guarentees Horsea 100% for me. It's just when I try to get Pokemon off of the screen tiles that it crashes. What makes it differ from Red/Blue than with Yellow?

Your opponent's sprite was probably flipped. Save and restart then try again to fix it, but don't check X-x's stats after you reload the game. Let me know if it works this time.

Missingno. sprites through the Pokémon menu in battle method:

(http://i.minus.com/jF2uw7dNFh6DI.png)(http://i.minus.com/jGaZGcj2VScAQ.png)

Horsea sprites through the Pokémon menu in battle method:

(http://i.minus.com/jbkTBF9ewu12yS.png)

Quote
Opening the Pokemon menu guarentees Horsea 100% for me. It's just when I try to get Pokemon off of the screen tiles that it crashes. What makes it differ from Red/Blue than with Yellow?

You can (http://forums.glitchcity.info/index.php/topic,715.msg189104.html#msg189104) get Missingno. or Horsea through the Pokémon menu in battle in Diglett's Cave way in Red/Blue too. But yeah, I'm not sure. I'm having the game freeze in Yellow too by trying TheZZAZZGlitch's trick.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on April 12, 2014, 12:05:58 pm
I guess I didn't make my question clear enough :(.
What I meant to say is use the "---" move like you would is TheZZAZZGlitch's  Catching rare/unavailable/glitch/over lv.100 Pokemon with the Cooltrainer move.  (https://www.youtube.com/watch?v=Sst_5kAX2y4)
I made sure there was a bush tile in the correct position, yet my game crashed. Why does it work in Red/Blue, but not in Yellow?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 12, 2014, 12:09:15 pm
I guess I didn't make my question clear enough :(.
What I meant to say is use the "---" move like you would is TheZZAZZGlitch's  Catching rare/unavailable/glitch/over lv.100 Pokemon with the Cooltrainer move.  (https://www.youtube.com/watch?v=Sst_5kAX2y4)
I made sure there was a bush tile in the correct position, yet my game crashed. Why does it work in Red/Blue, but not in Yellow?

I'm not sure about that. Sorry for not answering your question.

Edit: Quote from TheZZAZZGlitch's Super Glitch thread (http://forums.glitchcity.info/index.php/topic,6627.msg189314.html):

Quote
- Sadly, all presented glitches (with exception of the first part of Harmless Super Glitch trick) do not work in Yellow. Newer versions handle battle screens a little bit differently, not allowing me to carry overworld screen data to a battle. However, the way of manipulating Super Glitch's written values remains the same. Maybe someone will find a workaround soon.

So it seems you can't carry overworld screen data into battles via start menu in Yellow.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on April 12, 2014, 12:31:55 pm
Also you don't have to use the -- move at all, since it's the name of the move (cloaked by --) that matters, not the move itself.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: TheZZAZZGlitch on April 12, 2014, 02:01:36 pm
Yep. The glitch mentioned above does not work in Yellow. In Yellow the buffered screen contents are updated after sending out a Pokemon in battle, overwriting any previous data. Not sure why the developers decided to change this behavior.

Quote
You may have to trade a Ditto with the 0x00 move from Red/Blue to Yellow (and it is no longer CoolTrainer♀  typed on Yellow).

This reminded me to show you something interesting: the type of the Cooltrainer move in Yellow changes depending on the opponent's sprite (more precisely, it's the lower left corner of the sprite that determines the name).

(http://i.minus.com/jbaaYoWFAe6VlN.png)

It takes its name from address $9292. The location is writeable, so it can be changed to make it say whatever I want, just like $C3's species name in Japanese Green; for example, the GAME-CRASHER-9000 type:

(http://i.minus.com/jxj83TMt23l4M.png)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 12, 2014, 02:17:22 pm
Ha ha, great find! When I modify $9292 to your values though, although I can get it to sort of work 9s appear in between some characters. Emulation error?

(http://i.minus.com/jA2JpaTl5gY5q.png)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SM on April 13, 2014, 07:11:51 am
does anyone know what is the cause of zzazz glitch?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 13, 2014, 07:46:55 am
does anyone know what is the cause of zzazz glitch?

Quote from: p4wn3r (via TASVideos)
To start a Trainer battle, the game needs to load a lot of data, such as the trainer sprite, his pokemon and the money he'll concede if defeated. When it loads the money is where things can get really ugly. For reasons that are beyond me, money is stored in a completely different manner, the game uses a data structure of three bytes and instead of converting the value to binary, it stores it in "human" representation. For example, $123456 would be stored as 0x123456 instead of 0x01E240, the proper conversion.

Trainer missingno.s of ID 251, 252, 254 and 255 point to location with invalid money data. When the game tries to perform arithmetic with these data in said structure, it goes nuts and starts overwriting huge portions of RAM. More specifically, for every block of three bytes, two of them will contain 0x9999 (the maximum amount of money a trainer could give). This pattern repeats itself many times through RAM. To see this better, I recommend pausing the video on the emulator after the ZZAZZ trainer is faced and set VBA's memory viewer to 0xD070.

So allegedly it's related to the winning money. That's why the game keeps writing 0x99. (which in decimal is 153). As p4wn3r said, money in the game is stored in 'human representation', so what you see in hexadecimal is what you get in decimal. I don't know the exact reasons why the game can't manage the winning money. It's likely to be 'base' in the formula Payout=Last Pokémon Level×Base that causes problems. Note only glitch Trainer classes cause the ZZAZZ glitch, but what p4wn3r didn't mention is that it's only specific glitch Trainer rosters that cause it; you can have a glitch Trainer class and be 'OK'. For example, it's less known that Trainer 256 (C8)'s roster 5 in Red can cause a more volatile version (https://www.youtube.com/watch?v=Wll51o2gt1s) of the ZZAZZ glitch that corrupts your items and the overworld, but not roster 7.

Gia told me once via Youtube that p4wn3r did a disassembly of what happens during the ZZAZZ glitch, but I don't know if he published it anywhere.

Edit: HyperHacker thinks it's something different:

Quote from: HyperHacker (via Bulbapedia)
It's interesting that 153 = 0x99, as the game does use Binary-Coded Decimal for some values; for example your money ($999,999 = 99 99 99 rather than 0x0F423F). However I think this is a coincidence. From a technical standpoint, this glitch overwrites several areas of memory with two different patterns. Your Pokémon's stats all become 153, which (being 16-bit values) indicate the entire status block is overwritten with the byte pattern 0099. However your name becomes ZZxZZxZZxZZx (where x is unchanged), which indicates that block is overwritten with a different pattern: write two bytes of 99, then skip one.
Having played with the game code a fair bit, this seems familiar to me: I suspect it's actually the graphic decompression routine gone out of control due to the Pokémon having garbage graphic data. The graphic compression routines include commands such as "fill with 2-byte pattern" (0099 in this case) and "fill with byte, skipping every third." These exactly match the symptoms. Another hint is that it corrupts the player's trainer and Pokémon graphics - the first place an out-of-control graphic decompression routine is going to trash is the other graphics right nearby. HyperHacker 03:45, 16 December 2009 (UTC)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: TheZZAZZGlitch on April 13, 2014, 09:44:28 am
I tried to set some breakpoints in BGB and see what exactly is corrupting the memory. It looks like the source of the problem is a subroutine at $781D, rom bank 3.

It is not documented in IIMarckus's Pokemon Red disassembly, so its purpose remains a mystery. The subroutine is used in the ReadTrainer subroutine (at $39C53), which, well, reads trainer data.

Func_f81d: ; f81d (3:781d)
   call Load16BitRegisters
   and a
   ld b, c
.asm_f822
   ld a, [de]
   adc [hl]
   daa
   ld [de], a
   dec de
   dec hl
   dec c
   jr nz, .asm_f822
   jr nc, .asm_f835
   ld a, $99
   inc de
.asm_f830
   ld [de], a
   inc de

   dec b
   jr nz, .asm_f830
.asm_f835
   ret


The bold part in the code is what's responsible for writing the 99s all over the memory. At $D079 there seems to be a 3-byte buffer of some sort. The 'Func_f81d' subroutine is responsible for filling this buffer with data.
It seems like it is a yet another buffer overflow bug in Generation I.

EDIT 1: Further experimentation has shown that $D079 is indeed the location which holds the payout money of a trainer. But why exactly the subroutine freaks out and starts writing 99s everywhere?

EDIT 2: The subroutine seems to be used to multiply two BCD (binary coded decimal) numbers.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 13, 2014, 10:31:41 am
Ah thanks TheZZAZZGlitch, so at least we know for sure now it's prize money related.

You've found something new. de is D07A, not D079, but D079 is valid. It turns out that it D07A is unused, and by setting it you can use it to make Trainer payouts have 5 or 6 digits! Normally by default the prize money maxes out at 9999 Pokédollars, but you should be able to get +990000 Pokédollars with 8F.

Edit: Oh, I see. 00 is written to D079 as well. Sorry.
Edit2: Wait, "ld (de), a" for 00 to D079 is in 0E:5D07, so that's unrelated.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: TheZZAZZGlitch on April 13, 2014, 11:46:29 am
OK, I figured this out.

So, as mentioned before, every trainer has a base payout value. To calculate the trainer's winning money, the game takes the level of the last Pokemon in the trainer's roster and multiplies it by the base payout.
Glitch trainers take their base payout values from arbitrary locations, and because of that, their winning money is usually very high. For example, the glitch trainer 0xFC's winning money is 9180 Pokedollars. Next, their rosters are usually empty or very high leveled. If the last level in the roster is 0, the game is actually going to multiply the base times 256. There is no math necessary to know that 9180 multiplied by 256 is going to be way too much.

However, the programmers at Game Freak made an attempt to fix this problem: they implemented multiplication as consecutive addition (like 3*4 is 3+3+3+3). If at any point during the addition chain the payout money exceeds 9999, it gets reset back to 9999. They overlooked a very important problem though - when the subroutine resets the payout money to reasonable numbers, it moves the payout money pointer 3 bytes forward, but it is never changed back.

The procedure then basically looks as follows:


This oversight causes the game to walk through many addresses and replace them with 9999. The 1st byte is never modified, and that's why all multiples of 3 are unaffected by the glitch.

...but wait a second. When fighting the high-leveled trainers at the Cinnabar Coast the payout money is also too big, but no ZZAZZ effects occur?
The coast trainers cause memory corruption too. For example, the "Blue Ultimus" with his last Pokemon being level 215 and his base payout being 50, the winning money is equal to 10750. That means that only two bytes at address $D07C will get corrupted - but it's a change so small that it doesn't make a difference. Bad things start to happen about when the total payout of a trainer exceeds 400000.

Quote
It turns out that it D07A is unused, and by setting it you can use it to make Trainer payouts have 5 or 6 digits! Normally by default the prize money maxes out at 9999 Pokédollars, but you should be able to get +990000 Pokédollars with 8F.
The byte at $D079 is not unused. The text command used to display prize money in a textbox only supports 3-byte numbers. The empty first byte is necessary for the number to display correctly.
But yes, after the battle starts, this byte can be modified with 8F to get more than 9999 Pokedollars from a single trainer.

Also, following the recent Game Genie trend, here are some codes to fix the ZZAZZ glitch:

188-2D8-192
068-2E8-80C
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on April 13, 2014, 12:08:25 pm
I've always wondered about the ZZAZZ glitch. I've always thought that it was random that only one trainer class was affected. What is the pokemon species sent out when you have no Pokemon?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 13, 2014, 01:17:39 pm
I've always wondered about the ZZAZZ glitch. I've always thought that it was random that only one trainer class was affected. What is the pokemon species sent out when you have no Pokemon?

Trainers with no Pokémon will send out a Charizard 'M or Q (FF), typically at a high level, with high HP over the maximum and afflicted with a status, including poison.

If you mean if you have no Pokémon, in Yellow you'll send out a 3TrainerPoké (00) and in Red/Blue, you'll send out what may be an 'M but the game just hangs with "Go! !". If you have usable Pokémon but all are fainted, you'll black out without sending one out.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SM on April 14, 2014, 01:26:51 am
Thanks for explaining about ZZAZZ glitch.
I have another question.

http://youtu.be/1zZPWEJlkpQ?t=28s

When ditto changed positions of transform and cooltrainer move(--),
ditto can use only first cooltrainer move in battle.
But when I saw other pokemon's stat(moves) in pokemon menu,
ditto can use other moves under first cooltrainer move.
And number of useable moves is depend on number of moves of other pokemon that i saw.

why does it happen?

Sorry for bad grammar. :'(
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on April 14, 2014, 04:14:16 am
What causes the fact that when you use a item at a ZZAZZ trainer it ends the battle? Is it because the battle mode is overwritten with 99?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 14, 2014, 05:16:26 am
What causes the fact that when you use a item at a ZZAZZ trainer it ends the battle? Is it because the battle mode is overwritten with 99?

Likely, but it's not the byte D057 (out of battle/wild Pokémon/Trainer). That byte is left at 02 and is located before the corruption begins.

Incidentally, (I'm going to mention this as I've only done so once or twice) the 'death Trainer' (Red) appears after battle because D12B is greater than 00, and when its first bit is checked, it means you're battling a custom (link battle) Trainer.

Thanks for explaining about ZZAZZ glitch.
I have another question.

http://youtu.be/1zZPWEJlkpQ?t=28s

When ditto changed positions of transform and cooltrainer move(--),
ditto can use only first cooltrainer move in battle.
But when I saw other pokemon's stat(moves) in pokemon menu,
ditto can use other moves under first cooltrainer move.
And number of useable moves is depend on number of moves of other pokemon that i saw.

why does it happen?

Sorry for bad grammar. :'(

I don't know. I wasn't aware of that though, thanks for mentioning it!

Your post is readable, don't worry. 포럼에 오신걸 환영합니다
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: TheZZAZZGlitch on April 14, 2014, 09:31:18 am
What causes the fact that when you use a item at a ZZAZZ trainer it ends the battle? Is it because the battle mode is overwritten with 99?

This behavior is caused by the address $D11C. If it's changed to something other than 00, the game will end the battle immediately after using an item. It is used in Old Man's demonstration, to end the battle before the Pokedex entry appears.

Thanks for explaining about ZZAZZ glitch.
I have another question.

http://youtu.be/1zZPWEJlkpQ?t=28s

When ditto changed positions of transform and cooltrainer move(--),
ditto can use only first cooltrainer move in battle.
But when I saw other pokemon's stat(moves) in pokemon menu,
ditto can use other moves under first cooltrainer move.
And number of useable moves is depend on number of moves of other pokemon that i saw.

why does it happen?

Sorry for bad grammar. :'(

In the exact moment where you open your fight menu, the Cooltrainer move corrupts your in-battle data, and together with that, the current Pokemon's moveset.
So after opening the move list the memory gets corrupted. Then, from the game's point of view, the Cooltrainer move is no longer the first move in the list (it was replaced with arbitrary data), so you're allowed to move the cursor freely.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on April 14, 2014, 02:47:48 pm
What do the glitch items "JACK/JOHN, GARY/ASH, RIVAL's, NICKNAME?, NAME?, etc." actually do to allow you to clip through 1 space walls and remove trainer sprites (so you can trainer-fly off of any trainer)?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: TheZZAZZGlitch on April 14, 2014, 11:01:41 pm
The game has an internal list of all items that open the Pokemon menu when used:

Moon Stone, Antidote, Burn Heal, Ice Heal, Awakening, Parlyz Heal, Full Restore, Max Potion, Hyper Potion, Super Potion, Potion, Fire Stone, Thunder Stone, Water Stone, Hp Up, Protein, Iron, Carbos, Calcium, Rare Candy, Leaf Stone, Full Heal, Revive, Max Revive, Fresh Water, Soda Pop, Lemonade, X Attack, X Defend, X Speed, X Special, Pp Up, Ether, Max Ether, Elixer, Max Elixer.

(X Attack/Defend/Speed/Special are on this list even though they don't open the party screen directly - maybe they were intended to at some point?)

Items like RIVAL's or NICKNAME? open the Pokemon menu when used, but they are not included in the list. After using such item, the game does not know that the party screen was opened, so it does not close it after using the item.

After using RIVAL's/NICKNAME?/etc. and exiting back to overworld, 'half of the game' is thinking that you're in the Pokemon menu, while the other half thinks you're in the overworld. It can be compared to the surfing glitch, where some parts of the game think you're facing left, and other parts think you're facing down.
One of the side-effects is that in this state the game will not update the direction you're facing - so it's possible to move around, but the player is still facing the same direction.

This will essentially allow the player to go up while facing down. When the game checks if the block is passable or not, it just checks the block in front of the player. In the scenario presented before, the player will go up, but the collision check is done for the block below the player, thus allowing to go through the barrier.

Disappearing sprites are also the result of the game thinking you're in the Pokemon screen.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on April 15, 2014, 05:23:08 pm
Thanks for telling me. I really wanted to know what it does so I could explain in the http://www.pokemonspeedruns.com/index.php/Pok%C3%A9mon_Red/Blue/151_Pokémon [Pokemon Catch 'Em All Info Page] I also want to thank you for discovering how to use cooltrainer♀ to catch Pokémon, which helped a lot with saving time. :D

There are 3 minor glitches I still don't understand:
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on May 17, 2014, 09:27:43 am
I just learned this the hard way:

A Pokeball is deducted from the inventory AFTER the Pokemon is caught and is registered in the Pokedex.
=> It's not applicable to get 255 Pokeballs for the Items Underflow Glitch. I should've used Potions instead...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: snuggles08 on May 24, 2014, 08:23:19 pm
What memory address can I check to see if I captured a Pokemon in battle mode?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on May 30, 2014, 05:34:19 am
What causes the pokemon opponent names to not appear when having no Pokemon?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Lum on May 30, 2014, 08:49:47 am
In the Japanese version, why are there zero wild Pokemon encounters on the eastern Cinnabar Island coast?
I know our page on the Old Man Trick hasn't covered that yet.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on June 12, 2014, 12:04:26 pm
This is not a glitch, rather is a curiosity in the Red/Blue/Yellow versions, of one room secret or Gary's room in the Lance's room. I had the map of the Lance's room with the secret room (done for my in Photoshop ^^)

(http://4.bp.blogspot.com/--pbYv5Plf84/U5LztMiTFsI/AAAAAAAAABo/ro81eVUdFx0/s1600/Mapa_Secreto_Curiosidad_Pok%C3%A9monYellow_byAddriTrainer.png)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 12, 2014, 01:35:01 pm
I saw your video about it a while ago. Great find.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on June 12, 2014, 09:49:19 pm
Are there warps in the secret room?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on June 13, 2014, 05:37:48 am
It doesn't say on the Red/Blue interactive map here: http://pokeworld.herokuapp.com/rb/113#24,16
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokechu22 on June 13, 2014, 07:10:46 am
Are there warps in the secret room?

Pretty sure there aren't.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 13, 2014, 07:29:17 am
Are there warps in the secret room?

Pretty sure there aren't.

Yeah. I just checked Red/Blue and Red/Green (in case they were removed), and you can't go anywhere by trying to enter the 'exits' with CD38 set to 0.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on June 13, 2014, 07:57:17 am
It doesn't say on the Red/Blue interactive map here: http://pokeworld.herokuapp.com/rb/113#24,16
This room doesn't lead anywhere. If that you meant what you have taught me

Are there warps in the secret room?

Pretty sure there aren't.

Yeah. I just checked Red/Blue and Red/Green (in case they were removed), and you can't go anywhere by trying to enter the 'exits' with CD38 set to 0.
I've only tested in the spanish versions of Red/Blue and Yellow. It's curious because can be only accessed with the GameShark's code :CD38.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 13, 2014, 11:47:16 am
I mean that the secret room exists in both the English and Spanish versions, as well as Red/Green and it can be accessed with the same method (010138CD), but the room doesn't lead anywhere.

(Not sure if there was a translation problem somewhere. Sorry if I wasn't clear enough.)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on June 13, 2014, 12:01:54 pm
I mean that the secret room exists in both the English and Spanish versions, as well as Red/Green and it can be accessed with the same method (010138CD), but the room doesn't lead anywhere.

(Not sure if there was a translation problem somewhere. Sorry if I wasn't clear enough.)
Ah, sorry. Had confused me.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Stilgar on June 14, 2014, 06:51:49 am
Maybe I'm stating the obvious, but isn't the secret room the room where your Rival is? I think it appears empty without battling Lance or entering the room with normal means. In Pokémon games (especially Gen I) many maps were handled like that, by putting other rooms that seem to belong to another map in the same map, but separated from the rest (the same happens with many map layouts of the caves, for example).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on June 14, 2014, 08:09:08 am
Maybe I'm stating the obvious, but isn't the secret room the room where your Rival is? I think it appears empty without battling Lance or entering the room with normal means. In Pokémon games (especially Gen I) many maps were handled like that, by putting other rooms that seem to belong to another map in the same map, but separated from the rest (the same happens with many map layouts of the caves, for example).
Indeed, it is similar to the Champion's room. That's what I thought, but it isn't. I have done out of curiosity of what you said before fighting Lance, I've won and I have gone to the secret room and ... everything was same. About what you said about the caves as such I didn't understand.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokechu22 on June 14, 2014, 11:05:30 am
I think what he meant about the caves was what is seen in Mt.  Moon:

(http://i.imgur.com/ktKWAAH.png) (http://imgur.com/ktKWAAH)

However, this does not seem to be the case for the champion's room; if you try to use walk thru walls in the real one it will cause the game to crash (as it normally does when walking out of bounds).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on June 14, 2014, 12:10:52 pm
I can walk through the void from Lance's room to the secret room (and back) without crashing.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on June 14, 2014, 12:46:11 pm
I think what he meant about the caves was what is seen in Mt.  Moon:

(http://i.imgur.com/ktKWAAH.png) (http://imgur.com/ktKWAAH)

However, this does not seem to be the case for the champion's room; if you try to use walk thru walls in the real one it will cause the game to crash (as it normally does when walking out of bounds).
I'm play Pokemon in my Blue Game Boy and I heard that and isn't the same in this case. These sites are accessible without tricks or gamesharks.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Stilgar on June 15, 2014, 05:31:39 am
I see. Uhm, could it be a sort of duplicate of the Champion's room then? I mean, it looks exactly the same it seems, probably it's a duplicate in a similar way a duplicate of Diglett's Cave exists in the game data. Probably they wanted to handle the Champion's room the same way the different Mt.Moon rooms are (so that the player can't see them at the same time during normal gameplay), but then decided to put the real one in a different map.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 22, 2014, 11:56:11 am
It seems that 'Glitch Hell (https://www.youtube.com/watch?v=pTJvPXhRnW4)' (a term I use for the glitchy mess that appears when you step out of bounds in the Japanese Red/Green) is merely an emulator error, in at least the initial cartridge revisions. This is unfortunate, because I like the glitch music there.  :(

Glitch Hell can happen for Pocket Monsters Pikachu v1.0 too (though it is different there), but my Pocket Monsters Pikachu is a later revision (it's marked '11D'), because Gold Badge (hex: 6A) works like a Pokémon Center instead of causing a 'pseudo-freeze' where you can open the Pokémon menu again (see here (http://forums.glitchcity.info/index.php/topic,6883.msg194984.html#msg194984) for more information), so I can't confirm whether that behaviour is natural.

I'm considering buying the initial revisions soon to confirm whether Glitch Hell ever existed.

Glitch Hell is different in Pocket Monsters Pikachu v1.0 in the way that the game may just freeze with no glitch sounds or corruption of Red's sprite. In Japanese Blue and later revisions of Pocket Monsters Pikachu, you get merely a white screen freeze on emulators.

At one point before it worked differently and I don't know why, where Red would keep moving and the Bicycle music would play, like when you enter a cycling based glitch map (http://glitchcity.info/wiki/index.php/Cycling_based_glitch_maps) in English Yellow, and then you'd fly to a Glitch City like map FE. Can anyone repeat this?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on June 22, 2014, 12:53:11 pm
Have you tested on BGB?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 23, 2014, 06:42:09 am
Have you tested on BGB?

I was able to replicate the Bicycle effect on BGB, thanks. D2DD went to map FF (normal freeze tile map), then changed to map D2 (Silph Co. 5F, but I couldn't see it), then after moving for a while with the cycling based glitch map effect I entered a warp to a map 15h (Route 10) Glitch City, flying there. Afterwards another CBGM effect happened, but without Red moving or the map changing. The game froze later.

Glitch Hell works on BGB in Pocket Monsters Red/Green or Pikachu v1.0 but not Blue or later revisions of Pikachu, like in the version of VBA I tried.

Edit: Now the Bicycle effect no longer works for me in BGB. Weird.
Edit 2: But it worked again after reloading the game instead of resetting.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on June 24, 2014, 03:22:04 am
I don't saw this variant of the Mew's Trick in the Major Glitch > Trainer Escape Glitch.
In the Rocket Hideout ("Guarida Rocket" in spanish, I don't know as they say in the English versions) there is one Rocket with long distance. I use Dig and I go to Pokémon center. And now going to save the game with the PC trading Box. Start the game and I go to the rocket hideout. The tiles not work and button A and Start work for the save game at the Pokemon center. Something that could benefit is to take the objects without the tiles disabled (although it is faster performance with tiles).

Proof: https://www.youtube.com/watch?v=8mHWympen_s

Something like climbing the stairs forever in Yellow. This variant also work in Yellow.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pokechu22 on June 24, 2014, 11:39:59 am
I don't saw this variant of the Mew's Trick in the Major Glitch > Trainer Escape Glitch.
In the Rocket Hideout ("Guarida Rocket" in spanish, I don't know as they say in the English versions) there is one Rocket with long distance. I use Dig and I go to Pokémon center. And now going to save the game with the PC trading Box. Start the game and I go to the rocket hideout. The tiles not work and button A and Start work for the save game at the Pokemon center. Something that could benefit is to take the objects without the tiles disabled (although it is faster performance with tiles).

Proof: https://www.youtube.com/watch?v=8mHWympen_s

Something like climbing the stairs forever in Yellow. This variant also work in Yellow.

By tiles, I assume you mean these things:
(http://i.imgur.com/ggEbuIb.png)

I don't understand what you mean when you say "Climbing the stairs forever in yellow".  Can you explain that please?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on June 24, 2014, 03:16:14 pm
I don't saw this variant of the Mew's Trick in the Major Glitch > Trainer Escape Glitch.
In the Rocket Hideout ("Guarida Rocket" in spanish, I don't know as they say in the English versions) there is one Rocket with long distance. I use Dig and I go to Pokémon center. And now going to save the game with the PC trading Box. Start the game and I go to the rocket hideout. The tiles not work and button A and Start work for the save game at the Pokemon center. Something that could benefit is to take the objects without the tiles disabled (although it is faster performance with tiles).

Proof: https://www.youtube.com/watch?v=8mHWympen_s

Something like climbing the stairs forever in Yellow. This variant also work in Yellow.

By tiles, I assume you mean these things:
(http://i.imgur.com/ggEbuIb.png)

I don't understand what you mean when you say "Climbing the stairs forever in yellow".  Can you explain that please?
Yes, the tiles.

I say "Climbing the stairs forever in yellow"  because they are made in a similar manner (with the Mew Trick or Trainer Escape Glitch).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on July 01, 2014, 01:02:00 pm
A(nother) question about glitch cities (or warps):

Route 13's warp 04 points to valid coordinates (0F, 0F), yet it sends me to a glitch city.

(http://i.imgur.com/TmbEJOs.png)
These two are actually the same location.

What exactly happened and can you get to a normal map by going into an invalid warp by changing some memory?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SM on July 11, 2014, 03:10:25 am


http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_base_stats_data_structure_in_Generation_I

Many glitch pokemons have corrupted sprite but 'M(FF)'s sprite is normal Charizard's.

 a(C0) and (D7) both are Poliwhirl's hybrid pokemon and have same corrupted sprite.

Where is hybrid glitch pokemon's sprite exactly come from?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on July 11, 2014, 06:35:31 am


http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_base_stats_data_structure_in_Generation_I

Many glitch pokemons have corrupted sprite but 'M(FF)'s sprite is normal Charizard's.

 a(C0) and (D7) both are Poliwhirl's hybrid pokemon and have same corrupted sprite.

Where is hybrid glitch pokemon's sprite exactly come from?

Every Pokémon under a certain Pokédex number has the same front sprite dimensions, the same two byte front sprite pointer and the same two byte back sprite pointer.

To find the start of the data in the ROM you do 0x0383DE + (Pokédex number. - 1) * 0x1C (see here (http://web.archive.org/web/20121016064959/http://www.romendo.net/stag019/missingno_explained.html) for an example).

But these are only two byte pointers. The Pokémon's index number apparently affects the bank (i.e. XX in XX:YYZZ), as such:

Quote
id                       bank
0x15                    0x01
0xB6                    0x0B
0x00 to 0x1E    0x09
0x1F to 0x49    0x0A
0x4A to 0x73    0x0B
0x74 to 0x98    0x0C
0x99 to 0xFF    0x0D

#61 (meant to be Poliwhirl)'s two byte front sprite pointer is $71ED (actually stored as ED71 at offset 38A779). a(C0) and (D7) both have the same front sprite because they have the same Pokédex number (#61) and use bank 0D (index numbers 0x99 to 0xFF); so 0D:71ED, but if they didn't have index numbers in that range, it's possible that they would have different sprites.

I don't know this for sure, but if the glitch Pokémon's two byte pointer is between 0x0000 and 0x4000, maybe the bank (and its index number) doesn't matter, because 0x0000-0x4000 is in bank 0 and bank 0 can be accessed all the time. Missingno.'s pointer to its front sprite is at 0x1900, and all of its front sprites are the same in Red/Blue, except the fossil/ghost Missingno.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Kelvinv on July 12, 2014, 06:04:03 am
What does cause the glitches after using the Pokedex in battle?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on July 19, 2014, 09:00:29 am
Well, it's a long time that I not visit this forums and I think in say this curiosity of the elevators in the first gen. I don't know if you will have seen my video of this curiosity of the elevators in my Youtube channel... Well. For it is that if you press the button of the floor in wich we find, the elevator acts like up or turned it down to floor.

Representation on video: https://www.youtube.com/watch?v=xmag01aksV0

You that think? This is one glitch or is that the programmers didn't have much logic when making functions elevator?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Ryccardo on July 20, 2014, 12:45:36 pm
You that think? This is one glitch or is that the programmers didn't have much logic when making functions elevator?

...they almost accurately simulated those elevators with memory where if you're going, let's say, 4th floor to 2nd someone (inside or outside) can add a stop at the 3rd -- so from the 4th someone called the elevator from another floor, didn't get in/isn't visible, and only then  you went to the 4th as you requested :P
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on July 22, 2014, 04:56:36 pm
Hm ???  :???:
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on September 07, 2014, 10:30:44 pm
Someone yesterday mentioned to me a bug with the cans in Vermillion Gym where the second can is occasionally the top left can rather than an adjacent can to the first one.  Is this known?  I don't think I had heard about it before.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: memdump on September 08, 2014, 12:40:22 pm
Someone yesterday mentioned to me a bug with the cans in Vermillion Gym where the second can is occasionally the top left can rather than an adjacent can to the first one.  Is this known?  I don't think I had heard about it before.

ld hl, $5e7d
ld a, [$cd5b]
ld b, a
add a
add a
add b
ld d, 0
ld e, a
add hl, de
ld a, [hli]

That is the first part of the second trashcan selection code.
$5e7d points to this table:

02 01 03 00 00
03 00 02 04 00
02 01 05 00 00
03 00 04 06 00
04 01 03 05 07
03 02 04 08 00
03 03 07 09 00
04 04 06 08 0A
03 05 07 0B 00
03 06 0A 0C 00
04 07 09 0B 0D
03 08 0A 0E 00
02 09 0D 00 00
03 0A 0C 0E 00
02 0B 0D 00 00

and $cd5b contains the "ID" of the trashcan you selected.
The trashcan IDs are mapped in this order:

00 03 06 09 0C
01 04 07 0A 0D
02 05 08 0B 0E

So the top can on the far-right side is 0C.

The code picks a row that corresponds with the can.
Let us say we pick that previously mentioned can, 0C.
The row that would be referred to in the table would be this one:

02 09 0D 00 00

Specifically, it then sets A to 02, and HL points to where the 09 is.
Next up in the code:

ld [$ffdb], a
push hl
call Random
swap a
ld b, a
ld a, [$ffdb]
and b
dec a
pop hl
ld d, 0
ld e, a
add hl, de
ld a, [hl]
and $f
ld [$d744], a

What this does is store the value of A elsewhere temporarily.
It then takes a random value to bitwise-and against our original A value.

A bitwise-and simply lines up the bytes and results which both are 1, e.g.:

01010101
00001111
     ^ ^ are both 1
00000101 is result

That means, regardless of the random value, it is bitwise-and against either
02, 03, or 04, and then 1 is subtracted. This means the possible results are:

02 -> 01 or FF
03 -> 02, 01, 00, or FF
04 -> 03 or FF

It then adds the result to where HL is pointing and grabs the value.

(recap)
02 09 0D 00 00

To recap our row, HL is pointing to 09. We had an initial value of 02,
so we will either be adding 01 or FF. By adding 1, it then points to 0D.
0D corresponds with the middle can on the far-right. Checking this against
the speedrun wiki findings yields positive: http://i.imgur.com/mCgVe4w.png

But in the other instance, what if it added FF? That means it looks way
off in memory for what it is expecting to be a can ID. If we had picked
can 00, the lowest HL could be before adding is $5e7e. If we picked the
last can, can 0E, HL would be $5ec4. Adding FF to both would put us in
the memory range of $5f7d to $5fc3. This space in memory only contains
00s, which the game would interpret as can ID 00, the top left can.

Further investigation would be conducted in seeing if any of the values
in that data range are ever not 00, and if so, could be a value higher
than 0E and cause the game to "softlock" as none of the cans in the gym
would have the proper ID to unlock the second lock.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Patashu on September 10, 2014, 07:33:24 pm
Thanks, memdump, this is a great explanation!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: blahpy on September 13, 2014, 09:22:52 pm
Thanks, memdump, this is a great explanation!

Yes, thank you!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: lazyfortress on October 29, 2014, 04:33:27 pm
Hi.  I'm lazyfortress and this is my first post.  I need help with finding glitches.  Im only 12 and I have an interest in these sort of things, even if it means risking my $30 game cartridge.  I need all of the help I can get to catch 'M or Missingno.  Please help me and thank you!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Bert on October 29, 2014, 04:49:24 pm
Well, Mr. Fortress, you've come to the right place. Us lunatics at Glitch City love the horrible errors lurking in the murky depths of Pokémon game codes.

You don't need to worry about your cartridge though; I've never heard of one being rendered unplayable that "New Game" couldn't fix.

My personal favorite is the Yellow Version save abuse glitch (http://forums.glitchcity.info/index.php/topic,6472.0.html), but this glitch (http://forums.glitchcity.info/index.php/topic,6868.0.html) Generation III glitch is arguably the magnum opus of glitches, shadowing even MissingNo and all his buddies. These two are great examples of glitch-related hijinks.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on October 30, 2014, 04:01:05 pm
Hi.  I'm lazyfortress and this is my first post.  I need help with finding glitches.  Im only 12 and I have an interest in these sort of things, even if it means risking my $30 game cartridge.  I need all of the help I can get to catch 'M or Missingno.  Please help me and thank you!

Hi lazyfortress, welcome to the forums.

I think you'll have no problems catching Missingno. in Red/Blue, with the right name.  I think it's really easy.

All you'll need for Missingno. is to talk to the old man in Viridian City, fly to Cinnabar Island then surf along the coast. The Pokémon that appear depend on your name, but all valid names that are more than one character long give Missingno. (the species depends on the third, fifth and seventh (as well as ninth and eleventh) characters, and directly after the end of the name is a 50h terminator; and a Pokémon whose index number is 50h is Missingno.).

'M will appear for any non-preset name (because pre-set names technically have invisible characters after the end marker). Small note; don't catch it at level 0 and have it sent to a PC, or the game will hang when you withdraw it.

If you want to catch Missingno. in Yellow, I wouldn't recommend trying to catch any of the 39 normal variants; they may freeze upon encounter. I don't know exactly what circumstances prevent a freeze, but it is random. They pretty much always (normally) stay at level 1, too.

Instead, you can get the Kabutops Fossil (hex:B6), Aerodactyl Fossil (hex:B7) and Ghost (hex:B8) Missingno. They duplicate items like the other Missingno. and are completely stable non-freezing Pokémon in Yellow.

To get the fossil and ghost Missingno. in Yellow, you can do the Ditto trick. It's harder to set up than the old man trick, but I think it's easy once you meet the requirements.

Fly away from the sight of a long-range Trainer, fight a Trainer on another route (so you need two spare Trainers), encounter a Ditto, have it transform into a Pokémon with a Special stat of 182, 183 or 184, then end the battle and return to the route to fight your Missingno.

Good luck and have fun!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on November 07, 2014, 08:11:24 pm
Dabomstew (again) gave me an explaination of how exactly the old man glitch works, and it's actually because of how the left shore tile is designed.

So in the code, the game looks at the bottom right tile that you're to see if you can generate an encounter. When you're surfing on the tile, the game sees that you're on a water tile, so the game will give encounters. But, later on in the code, the game instead checks the bottom left tile if you're getting water or grass encounters, so since the bottom left tile is a land tile, the game gives you grass encounters. However, if the grass encounter rate is 0 (all cities), then the game checks the water encounter rate (which is 5 since you're on Route 20, and not Cinnabar Island), which explains how you can only get an encounter on that specific coast tile. Then you have the old man/player name stuff everyone knows, and you can get non-standard encounters.

So it's basically when the game looks for an encounter it thinks you're on a land tile and a water tile at the same time, so it has the land part of the tile specifying that you get grass encounters, and the water tile specifies the encounter rate, and that you can get encounters anywhere as long as the bottom left tile is a water tile.

This also explains how some of the grass tiles in Viridian Forest don't give encounters, as the bottom right tile isn't a grass tile.

I swear this has been posted somewhere before...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: danny on November 08, 2014, 07:58:57 am
Hi.  I'm lazyfortress and this is my first post.  I need help with finding glitches.  Im only 12 and I have an interest in these sort of things, even if it means risking my $30 game cartridge.  I need all of the help I can get to catch 'M or Missingno.  Please help me and thank you!
Hello lazyfortress! Welcome to the forums. I, too, haven't posted much, but I can help you

For Missingno. there are a few options. Though, Missingno. In Yellow only works with 1.

1. Johto Guard Glitch - Use a pentamark (?????) hex FF in GSC and trade any of the following Pokémon under it:
http://bulbapedia.bulbagarden.net/wiki/Johto_guard_glitch#Conversion
Only the ones that have Missingno. Under them.

2. Mew glitch - visit http://glitchcity.info/wiki/index.php?title=Mew%20trick
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on November 08, 2014, 08:19:38 am
Dabomstew (again) gave me an explaination of how exactly the old man glitch works, and it's actually because of how the left shore tile is designed.

So in the code, the game looks at the bottom right tile that you're to see if you can generate an encounter. When you're surfing on the tile, the game sees that you're on a water tile, so the game will give encounters. But, later on in the code, the game instead checks the bottom left tile if you're getting water or grass encounters, so since the bottom left tile is a land tile, the game gives you grass encounters. However, if the grass encounter rate is 0 (all cities), then the game checks the water encounter rate (which is 5 since you're on Route 20, and not Cinnabar Island), which explains how you can only get an encounter on that specific coast tile. Then you have the old man/player name stuff everyone knows, and you can get non-standard encounters.

So it's basically when the game looks for an encounter it thinks you're on a land tile and a water tile at the same time, so it has the land part of the tile specifying that you get grass encounters, and the water tile specifies the encounter rate, and that you can get encounters anywhere as long as the bottom left tile is a water tile.

This also explains how some of the grass tiles in Viridian Forest don't give encounters, as the bottom right tile isn't a grass tile.

I swear this has been posted somewhere before...

Sort of. I made the distinction that it's only the left-facing shore tiles that work in the past (here (http://pastebin.com/hwkTuhQa), see also this (http://glitchcity.info/wiki/index.php/Left-facing_shore_tile_glitch)).

For Missingno. there are a few options. Though, Missingno. In Yellow only works with 1.

There's more than one option, because you can use the Ditto trick. Most (39) Yellow Missingno. have unstable opponent sprites that typically freeze the game, but they don't always.

This isn't a problem though, because fossil and ghost Missingno. have fully stable sprites and can be encountered all the time. They'll also duplicate your sixth item like in Red/Blue.

With the CoolTrainer move, you can get a Missingno. on the opponent's side just by opening the items menu from within battle before viewing the move.

Additionally, you can get Missingno. with the remaining HP trick (https://www.youtube.com/watch?v=9l1nuTS3VI0), but that's not worth it.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: gskw on November 21, 2014, 12:50:49 pm
As MissingNo. was brought up, I have to admit that I have had trouble encountering it.
Sometimes I find an MissingNo. or 'M, sometimes I find a Muk or a Kingler.
My character is named GSKW, from which those Pokémon come from.
When that happens, I try to fix it by flying to Viridian City and watching the PokéBall tutorial, but it doesn't help either.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on November 21, 2014, 01:15:27 pm
As MissingNo. was brought up, I have to admit that I have had trouble encountering it.
Sometimes I find an MissingNo. or 'M, sometimes I find a Muk or a Kingler.
My character is named GSKW, from which those Pokémon come from.
When that happens, I try to fix it by flying to Viridian City and watching the PokéBall tutorial, but it doesn't help either.

Only one character in your name would give Missingno. and that would be the terminator (50, fifth letter). If you try a name like GGGGGGG you should have much better luck. You could preferably use a name like wwwxxyy too to get the fossil and ghost Missingno, but this would not give you regular Missingno.

It's interesting that you found Muk. Did you overwrite an older name that may have had "I" as the 7th, 9th or 11th character?

Edit: I've noticed low level Pidgey from Route 1 appearing as well, so I suppose you could have been in the Pokémon Mansion, where Muk appears before.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: bbbbbbbbba on February 13, 2015, 03:22:22 am
I haven't been here for a while, and now I see there is a new flavor of Trainer-Fly, the "Viridian Forest wild encounter method". Could anyone explain to me why it works? Does it work on any other trainers in the game, and why is poisoning necessary? Thanks in advance.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Ryccardo on February 13, 2015, 04:21:25 am
I haven't been here for a while, and now I see there is a new flavor of Trainer-Fly, the "Viridian Forest wild encounter method". Could anyone explain to me why it works? Does it work on any other trainers in the game, and why is poisoning necessary? Thanks in advance.

The generic goal is to move away from a trainer who's challenging you, confusing the game so that a battle is allegedly in progress.

In generation 1 (and even 2 IIRC, but there's no practical use there), "step or rotation should find wild Pokèmon" is processed before "Trainer walks up to you and starts speaking", just like the classic way is "draw sprites previously offscreen"→"process key inputs"→"Trainer activates"!

I haven't seen it in a while, but I don't think you must be poisoned, just generally lose against the Pokémon that covers up the trainer...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on February 13, 2015, 09:06:13 am
I haven't been here for a while, and now I see there is a new flavor of Trainer-Fly, the "Viridian Forest wild encounter method". Could anyone explain to me why it works? Does it work on any other trainers in the game, and why is poisoning necessary? Thanks in advance.

This trick may also be called "death-warp" and was apparently found by Vimgur. Thomaz documented it in 2011 on a popular Youtube video (http://[url=https://www.youtube.com/watch?v=5RevIIYYoVc).

The name I gave, "Viridian Forest wild encounter method" is not very good in hindsight, because you can do the glitch with other Trainers as well.

Thomaz suggested using a Bug Catcher on Route 6 for death-warping for Red/Blue any% no save corruption. That death-warp has been used in a very recent TAS (https://www.youtube.com/watch?v=w2Ub3VlRc4s#t=636).

Details:
You have to get into a wild Pokémon battle within a Trainer's vision, example:

(http://i5.minus.com/ib0gfzPJ8VJgUW.png)

Then lose the wild Pokémon battle before being spotted. This will make the "!" appear and encounter music to play after the blacked out music, and you will warp elsewhere.

Your last Pokémon being poisoned is not required, but poison can make it easier to lose battles against weak Pokémon. Additionally, poison (or possibly Self-Destruct etc.?) may be needed to lose a battle against a Kakuna or Metapod that can only use Harden (and infinitely due to enemy Pokémon effectively having unlimited PP).

Differences between death-warp and Trainer-Fly:
1. Ability to open the start menu straight away in death warp. In Trainer-Fly you need to beat another Trainer (on another route since you may not be able to battle anyone on the original route and I don't know if that would work anyway) or save by changing boxes and resetting the game to get the ability to open the start menu again.
2. Returning to the route (and cave?) straight away after a death warp will load the Trainer you escaped from. This is unlike Trainer-Fly where seemingly nothing happens if via you return to the place, unless you defeat a Trainer in that place by changing boxes and resetting first, which can activate the walking lag glitch (http://glitchcity.info/wiki/index.php/Walking_lag_glitch). The Trainer may have a glitched speech for when you defeat them.
3. In death warping you don't need to encounter another Trainer to activate the Special stat encounter mechanic. So you could just death-warp, encounter a wild Pokémon without having to encounter a Trainer, and get the Special stat encounter when you return to the route.

^ Behaviour from Red/Blue. May be different in Yellow.

Other than those differences, the death warp glitch works just like Trainer-Fly (with the level=attack stage species=Special stat relationship) provided you encounter a Pokémon or another Trainer after death-warping.

This trick can be used to get level 100 Pokémon before Brock by encountering a level 1 medium-slow Pokémon first, video (https://www.youtube.com/watch?v=5RevIIYYoVc) (like for Ivysaur; ID:09, you can encounter a level 4 Pidgey with a Special DV of 15  on Route 2 according to the video). This trick is not necessary for getting level 100 Pokémon before Brock quickly w/o save corruption in Yellow; there is a long-range Trainer in Viridian Forest you can Escape Rope from in Yellow (unlike Red/Blue where there are none).

Death-warping does not use up the Trainer so you can do it as many times as you like.

You also have the ability to do the Special stat encounter part of Trainer-Fly without using up both the Trainer you escape from and the Trainer you battled if you:

*Lose to the Trainer you actually battle.
*After Trainer-Flying, change boxes, beat the Elite Four and after the game resets encounter a wild Pokémon.

Hope that helps. If you have any questions let me know.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SatoMew on February 13, 2015, 09:11:08 am
Speaking of Viridian Forest (https://www.youtube.com/watch?v=oJ5SCIikzgo), is the behavior described in Werster's video documented? If so, is it intentional or is it another glitch?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Ryccardo on February 13, 2015, 09:39:10 am
Speaking of Viridian Forest (https://www.youtube.com/watch?v=oJ5SCIikzgo), is the behavior described in Werster's video documented? If so, is it intentional or is it another glitch?

It's explained in the post by luckytyphlosion at the top of the page with your post; without the video you linked I'd never have figured out what he meant by "some of the grass tiles in Viridian Forest don't give encounters, as the bottom right tile isn't a grass tile"  :)
(For that matter, I never noticed some of the "4 pairs of grass that make a tile" were different"!)

I'll have to try this in the Italian version, where surfing on beaches correctly gives water Pokémon
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SatoMew on February 13, 2015, 09:41:20 am
It's explained in the post by luckytyphlosion at the top of the page with your post

Oops! I missed that, thanks.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: bbbbbbbbba on February 14, 2015, 02:37:55 am
I haven't been here for a while, and now I see there is a new flavor of Trainer-Fly, the "Viridian Forest wild encounter method". Could anyone explain to me why it works? Does it work on any other trainers in the game, and why is poisoning necessary? Thanks in advance.

This trick may also be called "death-warp" and was apparently found by Vimgur. Thomaz documented it in 2011 on a popular Youtube video (http://[url=https://www.youtube.com/watch?v=5RevIIYYoVc).

The name I gave, "Viridian Forest wild encounter method" is not very good in hindsight, because you can do the glitch with other Trainers as well.

Thomaz suggested using a Bug Catcher on Route 6 for death-warping for Red/Blue any% no save corruption. That death-warp has been used in a very recent TAS (https://www.youtube.com/watch?v=w2Ub3VlRc4s#t=636).

Details:
You have to get into a wild Pokémon battle within a Trainer's vision, example:

(http://i5.minus.com/ib0gfzPJ8VJgUW.png)

Then lose the wild Pokémon battle before being spotted. This will make the "!" appear and encounter music to play after the blacked out music, and you will warp elsewhere.

Your last Pokémon being poisoned is not required, but poison can make it easier to lose battles against weak Pokémon. Additionally, poison (or possibly Self-Destruct etc.?) may be needed to lose a battle against a Kakuna or Metapod that can only use Harden (and infinitely due to enemy Pokémon effectively having unlimited PP).

Differences between death-warp and Trainer-Fly:
1. Ability to open the start menu straight away in death warp. In Trainer-Fly you need to beat another Trainer (on another route since you may not be able to battle anyone on the original route and I don't know if that would work anyway) or save by changing boxes and resetting the game to get the ability to open the start menu again.
2. Returning to the route (and cave?) straight away after a death warp will load the Trainer you escaped from. This is unlike Trainer-Fly where seemingly nothing happens if via you return to the place, unless you defeat a Trainer in that place by changing boxes and resetting first, which can activate the walking lag glitch (http://glitchcity.info/wiki/index.php/Walking_lag_glitch). The Trainer may have a glitched speech for when you defeat them.
3. In death warping you don't need to encounter another Trainer to activate the Special stat encounter mechanic. So you could just death-warp, encounter a wild Pokémon without having to encounter a Trainer, and get the Special stat encounter when you return to the route.

^ Behaviour from Red/Blue. May be different in Yellow.

Other than those differences, the death warp glitch works just like Trainer-Fly (with the level=attack stage species=Special stat relationship) provided you encounter a Pokémon or another Trainer after death-warping.

This trick can be used to get level 100 Pokémon before Brock by encountering a level 1 medium-slow Pokémon first, video (https://www.youtube.com/watch?v=5RevIIYYoVc) (like for Ivysaur; ID:09, you can encounter a level 4 Pidgey with a Special DV of 15  on Route 2 according to the video). This trick is not necessary for getting level 100 Pokémon before Brock quickly w/o save corruption in Yellow; there is a long-range Trainer in Viridian Forest you can Escape Rope from in Yellow (unlike Red/Blue where there are none).

Death-warping does not use up the Trainer so you can do it as many times as you like.

You also have the ability to do the Special stat encounter part of Trainer-Fly without using up both the Trainer you escape from and the Trainer you battled if you:

*Lose to the Trainer you actually battle.
*After Trainer-Flying, change boxes, beat the Elite Four and after the game resets encounter a wild Pokémon.

Hope that helps. If you have any questions let me know.

Honestly, I'm surprised that this is not discovered earlier than Trainer-Fly. It seems to be easier to natually come up when playing a game...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 15, 2015, 08:53:23 pm
Speaking of Viridian Forest (https://www.youtube.com/watch?v=oJ5SCIikzgo), is the behavior described in Werster's video documented? If so, is it intentional or is it another glitch?
This only works in some versions. Apparently in the original (Japanese) versions, the bottom-left tile is used for checking wild encounters. If it's a grass tile, the game checks the grass-encounter list. If it's a water tile, the game checks the water-encounter list.

In some of the localizations (including English) however, the game checks the bottom-right tile for wild encounters. Since the bottom-right tile is NOT a grass tile in some of the Viridian Forest tiles, they don't give a wild encounter.

This is also the cause of the East Coast Encounter Glitch (Cinnabar east coast and the less-known Seafoam Islands east coast). The game checks the bottom-right tile, finds it's a water tile, and tries to load up an encounter table. However, it still uses the bottom-left tile to determine the encounter type, which is a land tile for the east coastline, and so it loads the grass-encounter list.

I'll have to try this in the Italian version, where surfing on beaches correctly gives water Pokémon

I think both Italian and Spanish versions determine both encounter and encounter type by the bottom-right tile.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on February 15, 2015, 10:27:07 pm
This was a little confusing to take in re:the bottom-left tile and bottom-right tile determining different things in a 2x2 tile set. I am not if it's just me, but I'm a bit tired as I post this.

So I wrote something based on what you and lucky said:

English:
Bottom-left tile: encounter type (grass or water); enable encounters if encounter table exists in memory
Bottom-right tile: encounter rate to use (grass or water list's)

Japanese (totally unconfirmed):
Bottom-left tile: encounter rate to use (grass or water list's)
Bottom-right tile: encounter type  (grass or water); enable encounters if encounter table exists in memory

It makes me curious that you suggest the bottom-left tile may be used for loading the encounter rate instead of the bottom-right tile in the Japanese versions.

If this is true, and let us say the "left facing shore tile" is still considered to be a grass tile in Red/Green, may that mean if you had a 2x2 tile set like below then the old man glitch is possible in Red/Green?

(http://i1.minus.com/i3dJBkSiivO1r.png)

Maybe this would work with right-facing shore tiles too (if they are grass tiles), it's just the old man trick in Red/Green doesn't work even if you use the west coast's right-facing shore tiles, theoretically because you are still on Cinnabar Island and the water list encounter rate is still 0 (and we are relying on a theory).

I think both Italian and Spanish versions determine both encounter and encounter type by the bottom-right tile.

There is something deeper to the grass surfing glitch (https://www.youtube.com/watch?v=2jI9LeehZ8E) (which occurs in at least the Spanish Red) because the Pokémon you find can be altered by battling a Trainer before, and the Pokémon you find are not determined by the normal grass Pokémon list that is updated every time you visit a new route with grass encounters.

Edit: In Green you can encounter water Pokémon here from the right-facing tiles which either means they are classed as water tiles or disproves the theory:

(http://i1.minus.com/iWdUWdw2i9dIg.png)

But nothing here from the left-facing tiles even if the grass encounter rate is set to FF and the water encounter rate has got to be greater than 0 for Sea Route 20.

(http://i3.minus.com/iDwHmrnCvvGvF.png)

I did manage to hack a left-facing shore tile with water left of it, but it gave the water encounters.

(http://i4.minus.com/iCnidIEUXnLsK.png)

Seems like there's no hope for old man trick in Green, maybe unless you manipulated 2x2 tiles that had a mix between an actual grass tile and a water tile, like this:

(http://i1.minus.com/i7bAtnvGGg47A.png)
so this may give a water route encounter rate to work around the grass encounter rate being set to 0 and grass (old man) data encounters.

That won't be part of a 'block' (unless a glitch 4x4 block has it, hmm), but if you just corrupted the screen would it work? I can corrupt it like that when the start menu is open but not when it is closed.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: bbbbbbbbba on February 16, 2015, 10:08:53 pm
Also, the wiki now says "(an Escape Rope or Dig is essential for the Viridian Forest wild encounter method)". This doesn't make sense: death-warping uses blackout as the warp method, not an Escape Rope or Dig.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on February 17, 2015, 05:33:25 am
Japanese (totally unconfirmed):
Bottom-left tile: encounter rate to use (grass or water list's)
Bottom-right tile: encounter type  (grass or water); enable encounters if encounter table exists in memory
I meant in Japanese versions, both of those are determined by the bottom-left tile. Early localizations change part of it to bottom-right, and later localizations change the rest to bottom-right.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on February 17, 2015, 05:49:25 pm
There is something deeper to the grass surfing glitch (https://www.youtube.com/watch?v=2jI9LeehZ8E) (which occurs in at least the Spanish Red) because the Pokémon you find can be altered by battling a Trainer before, and the Pokémon you find are not determined by the normal grass Pokémon list that is updated every time you visit a new route with grass encounters.

I actually found this out a few days ago when looking in the disasm; it's because wEnemyMon1Species overlaps with the Water Pokémon and the Water Rate found on a route.

You can port this over to English versions using a mix of 9F, 8 8 and Trainer-Fly (although it isn't really worth it).

* Trainer-Fly on a route with water (Water Rate doesn't matter)
* Have the Special Value of the last Pokémon seen be the value of any Trainer.
* Return to the Route that was Trainer-Fly'd on, and once the start menu opens, use 8 8.
* Once the Battle starts, use 9F, and immediately Save+Quit (the start menu will pop open)
* Once you reload your save, exit the Start Menu and use a Jack item to get into water (surfing won't work for some reason)
* Cornerbonk to find Pokémon that were not on the route. (Note: You will need to use 9F after every encounter in order to keep the encounter rate open, and then Save+Quit after catching a Pokémon, because the game thinks that the next Pokémon encountered will be a Ditto since you never actually finished the battle)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on February 18, 2015, 07:25:51 am
Oh, cool. Maybe in the Spanish/Italian versions when you are surfing then the game will give you Pokémon from the water encounter list and rate (which is not supposed to be updated on Route 24 but has its water rate updated by a Trainer) no matter what even if you are on a grass tile.

This would also explain why the old man glitch is possible in Spanish and Italian versions by walking on the left-facing shore tile but actually surfing on it won't work, you get Tentacool (because the game is using the water encounter list).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pigdevil2010 on February 21, 2015, 11:52:08 pm
Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode. (https://www.youtube.com/watch?v=2gD3c954DRg)

Needs someone to confirm it in real monochrome Game Boy though...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Xiphiidae on February 22, 2015, 12:09:36 am
Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode. (https://www.youtube.com/watch?v=2gD3c954DRg)

Needs someone to confirm it in real monochrome Game Boy though...

Confirmed working on my original Gameboy (and GBA). Taking a decent video/image of it will be a bit of a challenge though...
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Háčky on February 22, 2015, 12:37:46 am
Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode. (https://www.youtube.com/watch?v=2gD3c954DRg)

Needs someone to confirm it in real monochrome Game Boy though...
The same thing happens on a GBC or GBA—as would be expected; since the game doesn’t have any GBC features, it runs in GB mode with a color palette set by the CGB bootstrap ROM (https://tcrf.net/CGB_Bootstrap_ROM). I wonder why this is different on an SGB?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MissingNoGuy55 on February 22, 2015, 03:18:35 am
Not sure if someone found this before, but I just discovered a glitch that will work only in GB mode. (https://www.youtube.com/watch?v=2gD3c954DRg)

Needs someone to confirm it in real monochrome Game Boy though...
The same thing happens on a GBC or GBA—as would be expected; since the game doesn’t have any GBC features, it runs in GB mode with a color palette set by the CGB bootstrap ROM (https://tcrf.net/CGB_Bootstrap_ROM). I wonder why this is different on an SGB?

Could be a difference between bootstrap ROM versions across systems, not a huge-enough one to break compatibility though. That's just my suggestion, however.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Quibz on March 13, 2015, 11:12:45 am
I think I might have found a new glitch. It's a lot like the 0 error glitch, but there are some differences, and it happens on a different route. I looked all over the internet and couldn't find any mention of it. Does anyone know where the right place is to report a glitch, or if this is the place, how to make it more well known?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on March 13, 2015, 11:52:54 am
I think I might have found a new glitch. It's a lot like the 0 error glitch, but there are some differences, and it happens on a different route. I looked all over the internet and couldn't find any mention of it. Does anyone know where the right place is to report a glitch, or if this is the place, how to make it more well known?

We used to have a "submit a glitch" board, but it became obsolete after the wiki was set up. What happens in this glitch? You can make an article for it on the wiki if you like and I'll see if we already have it.

If you return to the same route you flew away from a Trainer without battling another, then battle a Trainer on that route you can cause some instability (http://glitchcity.info/wiki/index.php/Walking_lag_glitch) like walking lag/sound effects playing as you walk.

There are various glitch text boxes you can get by talking to a certain person, sign, etc. (instead of leaving the last text box as the start menu) before returning to the route after setting up a Trainer-Fly and battling another Trainer.

With the "Trick Zone (http://glitchcity.info/wiki/index.php/Trick_Zone)" effect you can turn Trainer sprites into glitchy things.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: LanceAndMissingNo. on March 15, 2015, 10:02:21 am
I think that you know the rotatory glitch. With this glitch you can change your sprite to a Oak's Sprite.  Well, yesterday I proves this in Pokemon Red and I can change my sprite for a girl, a police, a boy... And I know that the sprites not is the same in all versions. In Yellow Version is different (not all sprites). You can see the sprites in this video that I upload yesterday, and I write in the description the different sprites that you can change:

https://www.youtube.com/watch?v=pADT-D8kO4w

This and the Rotatory's Glitch is very fun! But you have to press the pad motion for have the sprite. If you loose, the sprite returns to be a normal.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Quibz on March 15, 2015, 01:58:59 pm
I think I might have found a new glitch. It's a lot like the 0 error glitch, but there are some differences, and it happens on a different route. I looked all over the internet and couldn't find any mention of it. Does anyone know where the right place is to report a glitch, or if this is the place, how to make it more well known?

We used to have a "submit a glitch" board, but it became obsolete after the wiki was set up. What happens in this glitch? You can make an article for it on the wiki if you like and I'll see if we already have it.

If you return to the same route you flew away from a Trainer without battling another, then battle a Trainer on that route you can cause some instability (http://glitchcity.info/wiki/index.php/Walking_lag_glitch) like walking lag/sound effects playing as you walk.

There are various glitch text boxes you can get by talking to a certain person, sign, etc. (instead of leaving the last text box as the start menu) before returning to the route after setting up a Trainer-Fly and battling another Trainer.

With the "Trick Zone (http://glitchcity.info/wiki/index.php/Trick_Zone)" effect you can turn Trainer sprites into glitchy things.

Pretty much everything you described happens except the "Trick Zone". Battling different trainers before doing the glitch sometimes makes it not work, sort of like those two trainers in the 0 error glitch, except different trainers change disable different people/signs. For example, if you battle the gambler below the underground tunnel and do the long range trainer thing with the guy to his left, talking to the person below the volunteer house won't activate the glitch. (BTW, the glitch happens on route 8, the one to the west of Lavender town. Forgot to include that the first time.)

As for what happens, it's mostly the same as 0 error, but there are small variations based on which NPC you talk to or which sign you read. The music always gets messed up, and you slow down a lot, eventually just getting stuck in place. Most of the time, you can't open your start menu, and when you can, the text box opens, but it's blank instead of saying "0 error". When you cut a tree down, it starts playing weird music that I don't think was in the original game. Maybe it was cut out but left in the programming, like the Oak battle? I don't know. Anyway, the glitch does nothing in battle, but gets re-activated once you leave battle. You get frozen in place if an unbattled trainer sees you, so you have to find a wild battle. Also, if you leave the route, everything goes back to normal, but then it reactivates once you go back on the route.

Also, depending on who you talk to, the effects of the glitch vary. They're mostly the same, but these are the highlights I think you should try if you get the chance.

1: Reading the book in the volunteer house will give you a fight with a girl with 3 meowths. After the battle is over, everything will be glitchy at first, but then the music will stop and you'll be able to move unrestricted. You'll also be able to open the start menu. But be careful, you'll still get stuck in place if an unbattled trainer sees you.

2: Looking at any map on the wall of a house (not the town map) will give you about 2 minutes of weird glitch symbols and sound effects, sort of like when you heal at the purified and protected zone during super glitch. Then, oddly enough, a completely normal battle happens and the glitch is not activated. Once the glitch symbols and sounds stop, everything continues as if they hadn't happened.

3: If you examine the merchandise in the poke mart, the ones that say, "Wow! Tons of pokemon stuff!" A bunch of glitch text will appear, but it will be almost all numbers with a few map tiles. After that, it will start a battle with a level 255 rhydon. Yeah... I have no idea why. It seems like too much to be a coincidence that it's the highest possible level and index number one, but I can't think of any reasons why that would happen.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GenerationBroadcast on March 18, 2015, 08:43:40 am
I've been experimenting with -- and I've discovered some odd stuff that could possibly just be my Blue cartridge.
In the areas where it usually crashes after activating the TMTRAINER effect, well, it crashes. Nothing new. However, when I tested it in Diglett's Cave, after the effect happened, none of the typical oddness from it appeared. No glitched player name, no broken Pokemon menu, no field corruptions. This may just have relation to the fact I messed with sound by encountering Champion Rival on the Cinnabar coast, though.
I have observed a possible second effect. Instead of TMTRAINER, the screen not occupied by text boxes fills with the player's name and it reports the opponent as poisoned. Then the game crashes.
Also, it seems that, at least for me, the TMTRAINER effect, when using --, activates when the type of the move changes to a mixture of glitch blocks and 9s, and is most easily activated by viewing the stats of another party Pokemon with at least 3 moves, which lets you select the first --, Transform (which is still displayed as --), and any following --s.

These are my observations. I'll see if I can discover anything else that happens and if I can get the move to let me return to the overworld outside a cave.

EDIT: Oh, and speaking of fighting Champion Rival off the coast using the Old Man Glitch, the part of my name that caused that is ♂/, with the ♂ being in an even spot and / being in an odd. Oddly, the first time around, his team was different, starting with a Starmie then an A (EA), both at level 62. I didn't get a chance to see what was next since A used what I assume to be Super Glitch. After rebooting, the roster changed, starting with an 8, then a Glitch Nidorino, then a Missingno., then a PkMn n, then a Flareon, then finally another Glitch Nidorino. This roster is all at Level 32. I don't know exactly what caused the change, but I assume it was Super Glitch.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pal on March 18, 2015, 05:15:56 pm
Hey guys new here and I need some help regarding Dry Underflow in Pokemon Yellow. So I've been trying to set it up and I've been using the same set-up as here https://www.youtube.com/watch?v=M8XmgPTs6mw and I can get the underflow to happen fine, however when I do start scrolling down I don't actually get to any of the memory addresses because the game just freezes once the item that like changes the sprites around the menu flashes.

I don't exactly know what my problem could be, but I'm fairly sure it's the emulator I'm using, which is Gambatte. Or it could be the ROM I'm using. If anyone could help it would be much appreciated.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GenerationBroadcast on March 19, 2015, 05:37:08 pm
While a lot of what I'm finding probably has been already, it is good to note that I managed to avoid a crash after activating TMTRAINER using -- in Route 1 by using an Ultra Ball to catch the corrupted Pokemon instead of waiting for it to faint. Other locations act differently. The route that branches out of the left of Viridian has a tendency to crash when opening the attack menu without opening Items in-battle, and it still might crash. Other routes just crash after the battle ends.
I also seem to only get it to happen rarely without "unlocking" the other 3 move slots by viewing the stats of another party member with 4 moves. Usually, I do this with my Nidoqueen, who I got through the trainer-escape glitch.
My observations show that TMTRAINER almost always occurs once the type changes from Cooltrainer female to something else, often something with lots of 9's or a blank space. Otherwise, nothing happens.

I'm going to check our page on the glitch and see if what I've found is unreported, and if it is, I'm adding it. If it isn't, I'll keep trying to discover things.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on March 20, 2015, 02:03:19 pm
Hey guys new here and I need some help regarding Dry Underflow in Pokemon Yellow. So I've been trying to set it up and I've been using the same set-up as here https://www.youtube.com/watch?v=M8XmgPTs6mw and I can get the underflow to happen fine, however when I do start scrolling down I don't actually get to any of the memory addresses because the game just freezes once the item that like changes the sprites around the menu flashes.

I don't exactly know what my problem could be, but I'm fairly sure it's the emulator I'm using, which is Gambatte. Or it could be the ROM I'm using. If anyone could help it would be much appreciated.

It probably isn't an emulation error or a bad ROM (I've personally never experienced something where the latter is the case). Try pressing B a few times until the 'V' arrow starts flashing. While doing this, it may be a good idea to hold down a button on the d-pad. With items such as hex:83, something about them (probably their long name) causes a problem where you can't scroll through the menu without doing the steps above.

I've been experimenting with -- and I've discovered some odd stuff that could possibly just be my Blue cartridge.
In the areas where it usually crashes after activating the TMTRAINER effect, well, it crashes. Nothing new. However, when I tested it in Diglett's Cave, after the effect happened, none of the typical oddness from it appeared. No glitched player name, no broken Pokemon menu, no field corruptions. This may just have relation to the fact I messed with sound by encountering Champion Rival on the Cinnabar coast, though.
I have observed a possible second effect. Instead of TMTRAINER, the screen not occupied by text boxes fills with the player's name and it reports the opponent as poisoned. Then the game crashes.
Also, it seems that, at least for me, the TMTRAINER effect, when using --, activates when the type of the move changes to a mixture of glitch blocks and 9s, and is most easily activated by viewing the stats of another party Pokemon with at least 3 moves, which lets you select the first --, Transform (which is still displayed as --), and any following --s.

These are my observations. I'll see if I can discover anything else that happens and if I can get the move to let me return to the overworld outside a cave.

EDIT: Oh, and speaking of fighting Champion Rival off the coast using the Old Man Glitch, the part of my name that caused that is ♂/, with the ♂ being in an even spot and / being in an odd. Oddly, the first time around, his team was different, starting with a Starmie then an A (EA), both at level 62. I didn't get a chance to see what was next since A used what I assume to be Super Glitch. After rebooting, the roster changed, starting with an 8, then a Glitch Nidorino, then a Missingno., then a PkMn n, then a Flareon, then finally another Glitch Nidorino. This roster is all at Level 32. I don't know exactly what caused the change, but I assume it was Super Glitch.
Not sure if you are aware, but the effects of CoolTrainer and Super Glitch rely on the screen data after you open the Pokémon menu, item menu, etc.

In Pokémon Yellow the screen data is updated automatically in battle too. Basically, the name of the glitch moves are cut to 20 bytes long when they are stored at a buffer at $CD6D. But there may not be a hex:50 in the twenty bytes (due to the name of the glitch move being too long). This means data past $CD6D+decimal:19 is copied to bytes at $CF4B and/or $D0E1 onward.

This data begins with a copy of the screen tiles that is updated when you open the Pokémon menu, the items menu, etc. So the Super Glitch/CoolTrainer corruption when it occurs simply depends on this screen data and the data that follows.

In Red/Blue, you can do special CoolTrainer tricks as you have probably seen in TheZZAZZGlitch's video (https://www.youtube.com/watch?v=Sst_5kAX2y4) etc. by opening a menu before viewing the CoolTrainer move and opening no more relevant menus. If there is a hex:50 in the screen data (one of these (http://hakuda2.web.fc2.com/wario/poke3/f3.html) tiles); it tells the game to corrupt no data after it, and you need a 50 somewhere so that the game doesn't copy too much data and freeze.

I've been experimenting with -- and I've discovered some odd stuff that could possibly just be my Blue cartridge.
In the areas where it usually crashes after activating the TMTRAINER effect, well, it crashes. Nothing new. However, when I tested it in Diglett's Cave, after the effect happened, none of the typical oddness from it appeared. No glitched player name, no broken Pokemon menu, no field corruptions. This may just have relation to the fact I messed with sound by encountering Champion Rival on the Cinnabar coast, though.

If you are referring to the freeze after ending the battle (which you will also see with "wild appeared" with 220+ Pokémon), it is caused by the corruption of CFC4 when it becomes an odd value. It is already known that Diglett's Cave prevents a freeze even when CFC4 is odd, but I'm unsure why this is.

Additionally, in Pokémon Yellow there are no freezes after battle even when CFC4 (or is it CFC3? is odd) regardless of whether you are in Diglett's Cave or not. However, it's unfortunate that the cached screen data in Pokémon Yellow is updated when you enter battle (and you don't have to open the Pokémon menu there) as this means you cannot do TheZZAZZGlitch's trick.

For the CoolTrainer move to actually corrupt your name, the source of the corruption would have to be data located past the end of the screen at $CEE8 (it is the 360th screen tile). Most Super Glitch moves corrupt data from $CF4B and $D0E1 onward, however, CoolTrainer can only corrupt the data from $CF4B onward. So while corruption of your name is common with Super Glitch moves other than CoolTrainer, I don't know if it's possible with CoolTrainer.

I don't think that you having messed with the sound is relevant to CoolTrainer corruption.

Also, it seems that, at least for me, the TMTRAINER effect, when using --, activates when the type of the move changes to a mixture of glitch blocks and 9s, and is most easily activated by viewing the stats of another party Pokemon with at least 3 moves, which lets you select the first --, Transform (which is still displayed as --), and any following --s.
Yeah, I have also noticed these things. Maybe the type changing is a result of the corruption of one of the bytes from CF4B+. Thanks for sharing it with the others.

I have observed a possible second effect. Instead of TMTRAINER, the screen not occupied by text boxes fills with the player's name and it reports the opponent as poisoned. Then the game crashes.

This reminds me of how your name gets copied into the screen during (at least the original) double distort CoolTrainer glitch (https://www.youtube.com/watch?v=aqy9QSbn1to). It is probably caused by one of the tiles on the screen being a $52, because that is a control character that displays the player's name. Maybe you were in a grassy area (grass is a $52 tile) and opened a menu there before activating the corruption? Though a $52 from a different tileset whatever it looks like may cause it too, or I may be wrong.

The opponent getting a status effect is common. The freeze interests me because from how you describe it, it didn't seem to be an immediate 'blue bar freeze'.

EDIT: Oh, and speaking of fighting Champion Rival off the coast using the Old Man Glitch, the part of my name that caused that is ♂/, with the ♂ being in an even spot and / being in an odd. Oddly, the first time around, his team was different, starting with a Starmie then an A (EA), both at level 62. I didn't get a chance to see what was next since A used what I assume to be Super Glitch. After rebooting, the roster changed, starting with an 8, then a Glitch Nidorino, then a Missingno., then a PkMn n, then a Flareon, then finally another Glitch Nidorino. This roster is all at Level 32. I don't know exactly what caused the change, but I assume it was Super Glitch.

Super Glitch may not be responsible for the change in teams. If it was (via long name glitch item) you may have noticed that an 'automatic press A effect' occurs due to D05A most likely being written with a non-00 value. You can change the team of an old man glitch Trainer simply by battling a real Trainer before the old man glitch Trainer, because the roster depends on D05D (Trainer roster number for a Trainer class; but Trainers fought via the old man glitch do not use normal rosters) which is not reset to 00 after battle. If you save and reset it will become 00 though even if it wasn't in your previous session.

Keep up the good research GenerationBroadcast. :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GenerationBroadcast on March 20, 2015, 05:11:08 pm
Thank you! Something I knew would eventually happen finally has - my Blue seems to be ineligible for using --, since it seems its effects only have a reasonable chance of occurring if I open the Pokemon menu in-battle. I will use my Red for continued research on --'s possible effects. The fact that glitch trainer rosters change after battling another trainer slipped my mind, so I will do more with that.

Speaking of glitch items, I've been using an emulator and a Red ROM, along with VBA's memory viewer, to explore them. I found a large volume that, when used on Route 1, initiate a battle against a hooked Metapod that is treated somewhat like if you were in the Safari Zone. In cities it seems to crash, most likely due to a lack of wild Pokemon in grass. Another item whose internal identifier slips my mind at the moment throws a Poke Ball at something but always falls short of catching it. This seems to apply to battles as well as the overworld.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Pal on March 21, 2015, 06:37:40 am
Hey guys new here and I need some help regarding Dry Underflow in Pokemon Yellow. So I've been trying to set it up and I've been using the same set-up as here https://www.youtube.com/watch?v=M8XmgPTs6mw and I can get the underflow to happen fine, however when I do start scrolling down I don't actually get to any of the memory addresses because the game just freezes once the item that like changes the sprites around the menu flashes.

I don't exactly know what my problem could be, but I'm fairly sure it's the emulator I'm using, which is Gambatte. Or it could be the ROM I'm using. If anyone could help it would be much appreciated.

It probably isn't an emulation error or a bad ROM (I've personally never experienced something where the latter is the case). Try pressing B a few times until the 'V' arrow starts flashing. While doing this, it may be a good idea to hold down a button on the d-pad. With items such as hex:83, something about them (probably their long name) causes a problem where you can't scroll through the menu without doing the steps above.

Oh I had to use the fast scroll to get through the menu, thank you very much Torchickens. Also thank you for the youtube videos they've helped immensely :)

EDIT: Finally got my ws m item using TheZZAZZGlitch's Celadon method :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on March 23, 2015, 02:25:23 pm
Hey guys new here and I need some help regarding Dry Underflow in Pokemon Yellow. So I've been trying to set it up and I've been using the same set-up as here https://www.youtube.com/watch?v=M8XmgPTs6mw and I can get the underflow to happen fine, however when I do start scrolling down I don't actually get to any of the memory addresses because the game just freezes once the item that like changes the sprites around the menu flashes.

I don't exactly know what my problem could be, but I'm fairly sure it's the emulator I'm using, which is Gambatte. Or it could be the ROM I'm using. If anyone could help it would be much appreciated.

It probably isn't an emulation error or a bad ROM (I've personally never experienced something where the latter is the case). Try pressing B a few times until the 'V' arrow starts flashing. While doing this, it may be a good idea to hold down a button on the d-pad. With items such as hex:83, something about them (probably their long name) causes a problem where you can't scroll through the menu without doing the steps above.

Oh I had to use the fast scroll to get through the menu, thank you very much Torchickens. Also thank you for the youtube videos they've helped immensely :)

EDIT: Finally got my ws m item using TheZZAZZGlitch's Celadon method :)

Glad I was able to help Pal. You're welcome, I will continue to upload more videos about glitches.

Speaking of glitch items, I've been using an emulator and a Red ROM, along with VBA's memory viewer, to explore them. I found a large volume that, when used on Route 1, initiate a battle against a hooked Metapod that is treated somewhat like if you were in the Safari Zone. In cities it seems to crash, most likely due to a lack of wild Pokemon in grass. Another item whose internal identifier slips my mind at the moment throws a Poke Ball at something but always falls short of catching it. This seems to apply to battles as well as the overworld.

These are glitch items that have an internal name of over 20 characters long without a 50. I call them Super Glitch items. Luckytyphlosion calls them TMTRAINER items. It isn't using the item that causes the behaviour but selecting it.

They actually work in the same way as CoolTrainer (a copy of the data from CD6D to CF4B) at least from out of battle, but different effects will happen because you are outside of battle. If you track the address CFD8 (enemy Pokémon) you can notice it change.

If you try using a PP Up on the CoolTrainer move from out of battle in the same position, you can corrupt D058 too. However, after I try to use the PP Up the screen turns white and I don't know if you can continue.

Note: Something I do not understand is why the long name glitch item effect tends to 'always(?)' freeze the game in battle in Pokémon Yellow (in Pokémon Red/Blue you can get the TMTRAINER effect by selecting it in battle).

The hooked Metapod is caused when D059/8 is written as 7C (instant encounter=Metapod) and D05F/E is written as a non 00 value (enemy Pokémon is hooked). The weird battle style is caused when D05A/9 is written as 7F.

Unlike Japanese versions, you cannot get Pokémon other than Metapod.

In Japanese versions, the tile responsible for the ID of Pokemon found during this glitch seems to be here:
(http://i.minus.com/iMhudEXQxBnEX.png)

In international releases the memory layout has changed and instead, the tile is located here:
(http://i.minus.com/itiyRipQyWvC9.png)

In English versions the relevant tile happens to be constant - it's always the vertical textbox border tile ($7C). So no matter the location, the hooked Metapod will always appear.

Unless you perform the out of battle capture glitch ("LOL glitch") (https://www.youtube.com/watch?v=HwnymX80ZMc) or theoretically have very specific screen data that makes the game think you are in battle (D057/6=01), you cannot capture the Pokémon dictated by CFD8/7 from a long name glitch item because D057/6 won't be corrupted to a value that says you are in a wild Pokémon battle.

If you track D059/8 (give an instant encounter) after viewing the CoolTrainer move from within battle with certain screen data then it may change. However, you are already in a battle and exiting the battle will reset D059/8 to 00 so it may not matter.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: bbbbbbbbba on April 30, 2015, 09:55:49 am
Just my two cents...


When you cut a tree down, it starts playing weird music that I don't think was in the original game. Maybe it was cut out but left in the programming, like the Oak battle? I don't know.


Or maybe the game interprets some other data as music data...


Also, if you leave the route, everything goes back to normal, but then it reactivates once you go back on the route.


The game has a separate script pointer for each route, which is why things may go unstable only in one route.


If you examine the merchandise in the poke mart, the ones that say, "Wow! Tons of pokemon stuff!" A bunch of glitch text will appear, but it will be almost all numbers with a few map tiles. After that, it will start a battle with a level 255 rhydon. Yeah... I have no idea why. It seems like too much to be a coincidence that it's the highest possible level and index number one, but I can't think of any reasons why that would happen.

The game has a lot of FF's and 01's lying everywhere in the data. Pretty much every glitch team is some other data interpreted as team data, so yes, this is probably not a coincidence.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on June 10, 2015, 09:41:35 am
Hey guys new here and I need some help regarding Dry Underflow in Pokemon Yellow. So I've been trying to set it up and I've been using the same set-up as here https://www.youtube.com/watch?v=M8XmgPTs6mw and I can get the underflow to happen fine, however when I do start scrolling down I don't actually get to any of the memory addresses because the game just freezes once the item that like changes the sprites around the menu flashes.

I don't exactly know what my problem could be, but I'm fairly sure it's the emulator I'm using, which is Gambatte. Or it could be the ROM I'm using. If anyone could help it would be much appreciated.

It probably isn't an emulation error or a bad ROM (I've personally never experienced something where the latter is the case). Try pressing B a few times until the 'V' arrow starts flashing. While doing this, it may be a good idea to hold down a button on the d-pad. With items such as hex:83, something about them (probably their long name) causes a problem where you can't scroll through the menu without doing the steps above.
I've got that problem in Celadon City on a real cartridge. It happened only depending on my position (I think the item name corrupts something...)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on September 10, 2015, 11:41:09 pm
I just found out that the Pewter Museum guy is gone after he's being used to replaced the trainer encounter needed for the Trainer-Escape glitch. Why did that happen and is there a way to get him back?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: The G-Meister on September 14, 2015, 01:42:33 pm
Found a small, miscellaneous quirk the other day. I assume it's been found before, and it's so small and unimportant it's not even worth searching for anywhere.

I was playing on Yellow, and it seems if the player walks directly down onto a doormat and immediately holds another directional button as soon as they start walking (as if to avoid walking out of the door), they still walk out the door.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: The G-Meister on September 22, 2015, 10:18:28 am
Um, so I was going through and catching a bunch of glitch Pokémon on Yellow (using ACE to change the ID in battle, so I could catch the ones that normally pop up as trainers), and I saw that some of them counted as catching other Pokémon, namely a Bulbasaur, a Snorlax and an Oddish.

Has this been found before? And if it has, have all such Pokémon been documented?

If not, is this a viable speedrun technique?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on September 22, 2015, 05:23:50 pm
Um, so I was going through and catching a bunch of glitch Pokémon on Yellow (using ACE to change the ID in battle, so I could catch the ones that normally pop up as trainers), and I saw that some of them counted as catching other Pokémon, namely a Bulbasaur, a Snorlax and an Oddish.

Has this been found before? And if it has, have all such Pokémon been documented?

I think you may have captured some hybrid Pokémon. Hybrid glitch Pokémon have been known before, but I'm unsure if anyone has pointed out that they register their respective Pokémon before.

If you capture a hybrid glitch Pokémon (a Pokémon that shares the same Pokédex number of a valid Pokémon 1-151), then the game will register the Pokédex entry of what the glitch Pokémon is a hybrid of; even though the Pokédex entry that loads after catching the glitch Pokémon is likely to be different.

The GlitchDex (http://glitchcity.info/wiki/index.php?title=GlitchDex) has a list of Pokémon by Pokédex number (which you can use to check what glitch Pokémon will register which normal Pokémon if you know what the Pokédex number represents). According to the GlitchDex, the available Pokémon are:

Red/Blue:
Charizard (FF)
Beedrill (CF)
Pidgeotto (CB, DC)
Pidgeot (F7)
Rattata (F8)
Arbok (CE)
Raichu (F3)
Nidorino (FA)
Wigglytuff (F6)
Mankey (CC)
Poliwhirl (C0, D7)
Poliwrath (C6, D1)
Tentacruel (DD)
Slowpoke (FE)
Magnemite (CD, DE, FC)
Dodrio (E0, EB)
Gengar (C3, D4)
Onix (C9, DA, FB)
Jolteon (FD)

Yellow:
Bulbasaur (D5, F7)
Charmander (D6)
Charizard (C7, F0)
Blastoise (CC, CD, CE, CF)
Metapod (FE)
Beedrill (C3)
Pidgey (D7)
Pidgeotto (EC, F4)
Pidgeot (FB)
Sandshrew (FD)
Nidorino (C9, D2, E9, F1)
Wigglytuff (EF)
Oddish (FC)
Persian (E5)
Golduck (C5)
Poliwrath (DF)
Slowpoke (C6)
Slowbro (C0)
Magnemite (CB)
Doduo (D1)
Haunter (D0)
Onix (DA)
Seaking (E8)
Starmie (FF)
Magmar (FA)
Pinsir (F2)
Tauros (D3)
Snorlax (D4, EA, F5)
Articuno (F8)

This page (http://bulbapedia.bulbagarden.net/wiki/Glitch_Pok%C3%A9mon_family) also has a list which is incomplete, so I'll edit it to add the omissions tomorrow.

I unfortunately do not know which of these glitch Pokémon's Pokédex entries you cannot exit, if any.

Additionally, when you capture (not encounter) glitch Pokémon with Pokédex numbers greater than 151 (000 is applicable as it counts as 256), the game will set a valid Pokémon as seen, ranging from Bulbasaur (if the glitch Pokémon has a Pokédex number of 153) to Cubone (if the glitch Pokémon has a Pokédex number 000).

It continues in this pattern: capturing 153 - set Bulbasaur, capturing 154 - set Ivysaur, capturing 155 - set Venusaur, etc.

In actuality, no glitch Pokémon cover all Pokédex numbers 153 to 256 (000); so for instance, there are no glitch Pokémon with Pokédex numbers 154 to see Ivysaur, but in Yellow, capturing 3TrainerPoké $ (number 176) allows us to mark Arbok as seen.

A list of the effects of 152+ glitch Pokémon capture flags can be found here.

http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9dex_flags#Capture_flags

If not, is this a viable speedrun technique?

That would be interesting. If speedrunners don't mind about catching a glitch Pokémon to mark a real Pokémon as owned, can pull off some steps to get the glitch Pokémon faster than a real Pokémon (and avoid possible long Pokédex entries), then I think it may be worth it. Except, I feel I would personally prefer them to catch the actual Pokémon.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on September 23, 2015, 12:28:23 am
Long (and never-ending) Pokedex entries are really rare, at least in Red/Blue. Most of them are completely empty.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: The G-Meister on September 23, 2015, 10:47:17 am
Ahh, hybrids. Makes sense now. A lot of them seem to share the base moves, stats and some even manage to match the correct sprite too, even though the colour is grey (they all seem to be that way, assuming grey is the default value when not specified).

Sadly, in terms of a speedrun technique, the problem isn't the long Pokédex entry because, as camper pointed out, they're normally empty. The problem is more the massive wait time you have to, well, wait for, as the cry finishes. I'm not sure where they take their cry data from, but wherever it is, each one usually lasts a good couple minutes, and even it's not a speedrun technique... it still sounds hilarious xD One of them seems to have a completely different cry every time you look at its stats, and some are so freaky I might start to take some belief in that so called "Lavender Town Syndrome". If I had a capture card I'd gladly show you.

And yeah, as you said, it seems a little unethical catching glitch Pokémon to register as a normal Pokémon just because it's quicker (when in most cases it's won't be, anyway).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on September 23, 2015, 03:51:01 pm
Long (and never-ending) Pokedex entries are really rare, at least in Red/Blue. Most of them are completely empty.

Ah. I see. I've never explored the dex entries glitch by glitch in the past. Thanks for this. :)

Ahh, hybrids. Makes sense now. A lot of them seem to share the base moves, stats and some even manage to match the correct sprite too, even though the colour is grey (they all seem to be that way, assuming grey is the default value when not specified).

About that, all hybrid glitch Pokémon (#1-151) share the same starting moves, typing, base stats, TM/HM learnset as the valid Pokémon, as well as everything that can be found here.

http://hax.iimarck.us/files/missingno_explained.html

They do not (necessarily) have the same cry and level up moves as this data is taken from ID rather than Pokédex number.

The reason why they do not always have the same front-sprite, back-sprite as the valid Pokémon (even though the two byte sprite pointer and dimensions are taken from the valid Pokémon) is because each Pokémon ID has a particular sprite bank. http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_base_stats_data_structure_in_Generation_I#Sprites

A Pokémon like Bulbasaur uses sprite bank 0x0D (it is documented that all IDs ranging from 0x99-0xFF but are not 0xB6, 0xB7, or 0xB8 have this bank but I do not know for sure), and in Red, Blue, Yellow, its sprite is taken from 0D:4000 (offset 34000).

'ゥ. is a Bulbasaur hybrid and is hex:D5. It is in bank 0x0D and correctly uses Bulbasaur's sprite data from 0D:4000 (offset 34000).

But ゥ$ 6ゥ (hex:FD, Jolteon hybrid) has a different bank to Jolteon. Jolteon's sprite is in bank 0B. Its front sprite's two byte pointer data is 688F, so the sprite is located at 0B:688F (offset 2E88F). Hex:FD's sprite bank is 0D, so its front sprite points to 0D:688F (offset 3688F) instead.

Sadly, in terms of a speedrun technique, the problem isn't the long Pokédex entry because, as camper pointed out, they're normally empty. The problem is more the massive wait time you have to, well, wait for, as the cry finishes. I'm not sure where they take their cry data from, but wherever it is, each one usually lasts a good couple minutes, and even it's not a speedrun technique... it still sounds hilarious xD One of them seems to have a completely different cry every time you look at its stats, and some are so freaky I might start to take some belief in that so called "Lavender Town Syndrome". If I had a capture card I'd gladly show you.

Yeah, some cries can be long. Like how if you keep viewing h POKé (hex:C3)'s status, then eventually you may come across a cry that is exceptionally long. I agree, they can get pretty creepypasta-ish and you may hear high-pitched sounds.

Yeah I think the cries can get pretty entertaining, additionally I like it when Pokédex entries bring up a variety of sounds, and how some glitch Pokémon play music like when you view from the summary, withdraw or deposit ァ7g.

And yeah, as you said, it seems a little unethical catching glitch Pokémon to register as a normal Pokémon just because it's quicker (when in most cases it's won't be, anyway).

Yeah. There's the aspect that you wouldn't be watching what you were expecting to watch.

I believe in the idea that a catch 'em all run should capture the real Pokémon, otherwise I don't think it's really a catch 'em all at all.

I feel that it takes the spirit away from it to do that, you may be filling up the dex entries but you aren't actually getting the Pokémon. I like to be able to see their sprites and like it when the Pokédex entries of the Pokémon you are registering show as well.

This page (http://bulbapedia.bulbagarden.net/wiki/Glitch_Pok%C3%A9mon_family) also has a list which is incomplete, so I'll edit it to add the omissions tomorrow.

Updated the page with omissions. :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: luckytyphlosion on November 11, 2015, 04:36:16 pm
Decided to find out Yellow glitch item pointers, so here they are:
Code: [Select]
Item $00:  ExecutionPointer=fe06
 
Item $54:  ExecutionPointer=56fa
Item $55:  ExecutionPointer=a7d0
Item $56:  ExecutionPointer=b5ca
Item $57:  ExecutionPointer=3d64
Item $58:  ExecutionPointer=cac2
Item $59:  ExecutionPointer=fa64
Item $5a:  ExecutionPointer=d059
Item $5b:  ExecutionPointer=01fe
Item $5c:  ExecutionPointer=1328
Item $5d:  ExecutionPointer=04fe
Item $5e:  ExecutionPointer=0f28
Item $5f:  ExecutionPointer=62fa
Item $60:  ExecutionPointer=fed1
Item $61:  ExecutionPointer=2006
Item $62:  ExecutionPointer=fa08
Item $63:  ExecutionPointer=da7f
Item $64:  ExecutionPointer=14fe
Item $65:  ExecutionPointer=f0ca
Item $66:  ExecutionPointer=af64
Item $67:  ExecutionPointer=1bea
Item $68:  ExecutionPointer=fad1
Item $69:  ExecutionPointer=d059
Item $6a:  ExecutionPointer=02fe
Item $6b:  ExecutionPointer=0420
Item $6c:  ExecutionPointer=4621
Item $6d:  ExecutionPointer=35da
Item $6e:  ExecutionPointer=03cd
Item $6f:  ExecutionPointer=3e3e
Item $70:  ExecutionPointer=ea43
Item $71:  ExecutionPointer=d11d
Item $72:  ExecutionPointer=1bcd
Item $73:  ExecutionPointer=2137
Item $74:  ExecutionPointer=652c
Item $75:  ExecutionPointer=36cd
Item $76:  ExecutionPointer=213c
Item $77:  ExecutionPointer=59ac
Item $78:  ExecutionPointer=0f06
Item $79:  ExecutionPointer=84cd
Item $7a:  ExecutionPointer=063e
Item $7b:  ExecutionPointer=ca10
Item $7c:  ExecutionPointer=554a
Item $7d:  ExecutionPointer=59fa
Item $7e:  ExecutionPointer=fed0
Item $7f:  ExecutionPointer=2801
Item $80:  ExecutionPointer=fe06

Haven't examined/explored them much, but it is interesting to note that hex00 jumps into OAM data.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Krys3000 on November 12, 2015, 06:01:57 am
Very nice luckytyphlosion, this might be very useful! It's about time we do some research on not well-known glitch items effects. Thanks!  :D
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: The G-Meister on November 14, 2015, 07:21:34 am
Wait, so if I can only catch these sort-of-half-but-not glitch hybrids... is there any way to catch the actual glitch Pokémon?

And also, there's a couple items that always cause me to have to press B once or more, and it's rather frustrating. Anyone happen to know which glitch items these are? I was thinking of writing a huge "Beginners guide to item underflow," so anyone else who happens to be new to glitching knows what's going on.

Also I found a small but cool quirk the other day, I'll post it here when I remember what it was. :/
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: The G-Meister on November 25, 2015, 02:28:37 pm
Ah, remembered the quirk. On Cinnabar Island, if you push the lady over to the right so she's standing underneath the doorway of the Gym, if you stand in the doorway without the secret key, it will tell you the door is locked, then try to push you down. Because she's in the way, you can't move down, so it just brings up the message again. If you close the message enough times, she'll slowly start to move out of the way again.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Raven Freak on March 04, 2016, 06:45:46 pm
Not sure if this has been documented, forgive me if it has been. This is a very minor glitch. While standing on a warp pad in Silph Co. if you use dig, teleport, or a escape rope to exit the building the game won't play the normal animation. Instead, the warp pad animation is used. Here's a very short video demonstrating it. http://www.youtube.com/watch?v=g2mhKqIDYXU&feature=youtu.be (http://www.youtube.com/watch?v=g2mhKqIDYXU&feature=youtu.be)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: danny on March 04, 2016, 08:40:28 pm
Not sure if this has been documented, forgive me if it has been. This is a very minor glitch. While standing on a warp pad in Silph Co. if you use dig, teleport, or a escape rope to exit the building the game won't play the normal animation. Instead, the warp pad animation is used. Here's a very short video demonstrating it. http://www.youtube.com/watch?v=g2mhKqIDYXU&feature=youtu.be (http://www.youtube.com/watch?v=g2mhKqIDYXU&feature=youtu.be)
Yes this is known
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: SatoMew on March 05, 2016, 04:22:05 am
Not sure if this has been documented, forgive me if it has been. This is a very minor glitch. While standing on a warp pad in Silph Co. if you use dig, teleport, or a escape rope to exit the building the game won't play the normal animation. Instead, the warp pad animation is used. Here's a very short video demonstrating it. http://www.youtube.com/watch?v=g2mhKqIDYXU&feature=youtu.be (http://www.youtube.com/watch?v=g2mhKqIDYXU&feature=youtu.be)

Yup, and there's more to it too. Torchickens made a video about it a few months ago. (https://www.youtube.com/watch?v=3cimt9ZVWSk)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Premierball on March 05, 2016, 03:57:23 pm
hi guys!
i experienced a bunch of unusual things at glitching in the VC on 3DS of pokemon yellow.

write it down here, has anyone ideas about that?
http://forums.glitchcity.info/index.php/topic,7436.45.html

maybe its also only the yellow version, and the map is made primarily for pkmn blue/red... lately i got a pinsir at a spot where only Parasect/Cloyster shoudl spawn, and at the 3rd Rocket who should have 5 possible slots i only got 5 tentacools, even the chances were 3*Mew 1*Blastoise 1*Mew.

would be cool to get some answers about the mechanics here ;)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Shina69 on June 01, 2016, 07:07:06 am
Is it possible to change your Ash character sprite for a Prof Oak one? Would love to trick my friend on a cable fight xD
There are these videos making it by the endless spinning glitch, but sprite changes again if you stop moving.
https://www.youtube.com/watch?v=3-mzSaAxH38
https://www.youtube.com/watch?v=P_gWeUM4d5I

Wonder if it's possible to create an wsm code to change the sprite.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on June 01, 2016, 02:27:59 pm
This won't work on Link Battles. Your Gameboy will show a Oak sprite, but the opponent Gameboy won't, because you're never supposed to be Oak :P
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on June 01, 2016, 03:00:19 pm
Ah, remembered the quirk. On Cinnabar Island, if you push the lady over to the right so she's standing underneath the doorway of the Gym, if you stand in the doorway without the secret key, it will tell you the door is locked, then try to push you down. Because she's in the way, you can't move down, so it just brings up the message again. If you close the message enough times, she'll slowly start to move out of the way again.
I was bored, so this got its own wiki page (http://glitchcity.info/wiki/index.php?title=Infinite_Blaine_Door). Can someone give me a life ? Please
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: MrGlitch on June 23, 2016, 11:31:56 am
Yes this is a result of ROM hacking, but as I've managed to reproduce it several times, I think it's worth mentioning.  As with most of my memory hacking exploits, it involves changing the first byte in line 3906 to 9F.

In R/B, playing around a bit with the SNES at the very beginning of the game will somehow trigger an action related to the Fighting Dojo.  The action of selecting (Yes/No) Hitmonchan is offered to the player, and if the player accepts, a perfectly normal Hitmonchan is added to the party.

Although pretty much anything can happen in memory hacking, this seems to be one consistent feature that I've found.  It doesn't always happen when interacting with the SNES.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Nostalgia on June 27, 2016, 07:13:23 am
I've heard if you encounter missingno, then beat the hall of fame and don't encounter missingno after that - the hall of fame won't be glitched.

Is this true? Kinda wanna test this but if someone knows for sure, would save a few hours of playing.

Also heard the stable versions of missingno: Kabutops fossil, Aereodactyl fossil and pokemon tower ghost - will not glitch the hall of the fame if you encounter them because they're not glitched sprites?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 27, 2016, 12:58:36 pm
I've heard if you encounter missingno, then beat the hall of fame and don't encounter missingno after that - the hall of fame won't be glitched.

Is this true? Kinda wanna test this but if someone knows for sure, would save a few hours of playing.

Yes, when we obtain our first Hall of Fame induction, you may register the glitch Pokémon and receive an 'ordinary' Hall of Fame. :)

A glitch Pokémon in a Hall of Fame induction sequence (for registering the Pokémon) may appear as the previous valid sprite or block consisting of a combination of tiles, which is reminiscent of ????? from Generation II.

(http://i.imgur.com/b0dWKTf.png)(http://i.imgur.com/9B9NlWj.png)

If further Hall of Fame corruptions are registered with Missingno., it is possible that you will corrupt the listing; even if you never send out the Missingno.

Viewing the opponent's side sprite of Missingno. or sending one into battle will corrupt the Hall of Fame if a listing exists, but it is safe to view the summary of Missingno. and keep the Hall of Fame data.

You can use the CoolTrainer♀ move in RB to capture a level 127 hex:32 Missingno. and keep the Hall of Fame data even if you have a listing:

1) Obtain a 'CoolTrainer' Ditto by having it transform and swapping the second move with the first.
2) Enter Diglett's Cave and enter a battle.
3) Open the Pokémon menu from within battle (important), then close the menu with B and enter the fight menu. Move the cursor until the music fades out, and then capture the Missingno. Your sixth item will be duplicated by 128 if less than 128.
4) After the battle, open the start menu and close it to avoid a freeze before leaving.

Also heard the stable versions of missingno: Kabutops fossil, Aereodactyl fossil and pokemon tower ghost - will not glitch the hall of the fame if you encounter them because they're not glitched sprites?
That's true. Encountering stable Missingno. (Kabutops Fossil, Aerodactyl Fossil and Pokémon Tower Ghost) on the opponent's side won't glitch the Hall of Fame. However, it appears that specific backsprites for these Pokémon may glitch the Hall of Fame. I was successfully able to corrupt it with B6 Missingno. when the foe was Caterpie, but not Pikachu — both gave glitchy sprites (The back-sprite of the Pokémon is sourced from the two byte pointer of the enemy Pokémon with a bank B for Kabutops Fossil Missingno. and bank D for Aerodactyl and Ghost Missingno.).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Nostalgia on June 27, 2016, 03:24:57 pm
Torchickens, while I appreciate the detailed response I think you misunderstood my first question, all I want to know is can one encounter missingno just for item duping - before beating the elite 4 - then beat the elite four with a team regular pokemon and will the hall of fame be glitch free?

As I have read that the corrupting of hall of fame data - comes from encountering missingno after beating the elite four and that scrambles your saved hall of fame data and corrupts it with a bunch of glitch pokemon. So my thinking is, prior to beating the elite four there would be no saved hall of fame data so there would be nothing to corrupt? I could be wrong with this statement, that's why I want to know.

You see, I never mess around with catching glitch pokemon and just use missingno for item duping. :) And I recently lost a perfect Red file, so I want play through the game again but this time I want to try to not corrupt the hall of fame if possible.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on June 27, 2016, 04:19:46 pm
Torchickens, while I appreciate the detailed response I think you misunderstood my first question, all I want to know is can one encounter missingno just for item duping - before beating the elite 4 - then beat the elite four with a team regular pokemon and will the hall of fame be glitch free?

As I have read that the corrupting of hall of fame data - comes from encountering missingno after beating the elite four and that scrambles your saved hall of fame data and corrupts it with a bunch of glitch pokemon. So my thinking is, prior to beating the elite four there would be no saved hall of fame data so there would be nothing to corrupt? I could be wrong with this statement, that's why I want to know.

You see, I never mess around with catching glitch pokemon and just use missingno for item duping. :) And I recently lost a perfect Red file, so I want play through the game again but this time I want to try to not corrupt the hall of fame if possible.

Oh, it looks like I was under the impression you meant entering the Hall of Fame with a Missingno. in the party. Sorry about that.

Yes. If you encounter a Missingno. and then receive your first Hall of Fame listing, the Hall of Fame will be glitch free until you encounter Missingno. (or certain other garbage sprite glitch Pokémon) again. :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Krys3000 on June 28, 2016, 09:10:40 am
I'm not sure whether writing data in the HOF Buffer after it was affected by MissingNo.'s sprite overflow erraze the corruption, but I wouldn't be surprised. But for sure, MissingNo. with regular sprites won't cause the glitch.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on July 02, 2016, 01:05:31 pm
Of course it will, but only for newer entries. You're overwriting corrupted data with some valid other, after all.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Nostalgia on July 16, 2016, 02:52:27 am
Does anyone have a list of the trainer fly Pokemon Yellow only trainers? I have read some things online in the past but can't find links now. I am fully aware of this: http://puu.sh/257S which covers most of the trainers in the game, but Pokemon Yellow has a good few exclusive trainers and different gym leader teams which will produce different Pokemon with the trainer fly/mew glitch, and I wondered if anyone had a list.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: camper on July 16, 2016, 09:15:17 am
Technically you can use no-clip items (like JACK) to fly from any trainers, so you only need to know the early game ones.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Nostalgia on July 16, 2016, 03:40:43 pm
No, I am referring to the different trainers in Pokemon Yellow that will yield different Pokemon when used with the mew glitch. The link I posted above is a great guide and covers MOST of the trainers found, but not all of them as Yellow has exclusive trainers and teams not found in Red/Blue. For example, Lt. Surge's level 28 Raichu in Yellow will produce a different Pokemon then his level 24 Raichu in Red/Blue and I'm trying to find out all the little differences as everyone as all the info on this with regards to Red/Blue, but not Yellow.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on July 16, 2016, 04:07:03 pm
I guess you could search for roster differences in the ROM... I guess ?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Yeniaul on September 04, 2016, 10:25:30 pm
Quote
So my thinking is, prior to beating the elite four there would be no saved hall of fame data so there would be nothing to corrupt? I could be wrong with this statement, that's why I want to know.
TECHNICALLY yes, it DOES corrupt the HoF save area, but as the size of the HoF saved Pokémon array (how many wins and how many Pokémon?) is still logged (another arbitrary number of bytes later) as 0, and this is untouched by the corruption, the game effectively goes "Eh, it's just from another save, I'll just say it's not there."
So... yes and no.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: jaybug_jimmies on September 25, 2016, 10:12:59 pm
Hi. I'm a lurker here. A while ago I made a couple pages of a "field guide" for Red/Blue glitch pokemon. I use it for reference when I'm messing around with glitches. I thought maybe someone here might find it useful. They're large images, so I'll link to them:

http://orig10.deviantart.net/ceec/f/2016/033/8/d/pokemon_red_blue_glitch_field_guide_page_1_by_jaybugjimmies-d9qbdtr.png
http://orig10.deviantart.net/3b8b/f/2016/033/5/a/pokemon_red_blue_glitch_field_guide_page_2_by_jaybugjimmies-d9qbf9g.png

Everything should be there except for EF and ED (didn't have front or back sprite images for their 'field guide')

I hope they might be handy or at least possibly amuse someone. And thanks to everyone here for their amazing work in glitch research.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: shatteredClockworks on January 25, 2017, 10:12:31 am
In blue, I tried doing the 'M glitch, I eventually got it, but I got some weird encounters before actually getting Missingno.
Like a level 160 Rattatta
PROFESSOR OAK(!)
And Mewtwo.
By the way.
'M sounds like Zapdos on crack.
 :P
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: forsyz on January 25, 2017, 10:46:20 am
Looks like the glitch mew won't go though poke transporter because of the ot and trainer id how would you change your trainer id and name with 8f.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Charmy on January 25, 2017, 11:09:30 am
In blue, I tried doing the 'M glitch, I eventually got it, but I got some weird encounters before actually getting Missingno.
Like a level 160 Rattatta
PROFESSOR OAK(!)
And Mewtwo.
By the way.
'M sounds like Zapdos on crack.
 :P

Your name is the key.
Looks like the glitch mew won't go though poke transporter because of the ot and trainer id how would you change your trainer id and name with 8f.
http://forums.glitchcity.info/index.php?topic=7799.msg203862#msg203862 (http://forums.glitchcity.info/index.php?topic=7799.msg203862#msg203862)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: shatteredClockworks on January 25, 2017, 12:42:35 pm
I don't care about my screwed HoF when I encounter a missingno.
Unless someone just really values that for some reason.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Nostalgia on February 21, 2017, 06:29:26 am
https://www.youtube.com/watch?v=jR5rov2e6PU&t=402s

So this is a very helpful video I've used many times to get Max stat Pokemon on Yellow with Ws M. But I wondered is there anyway to change the attack and defense DV to 13, but keep 15 in the other stats still? A 13 attack and defense DV give a max power Hidden Power Bug in the generation II games so I was just wondering if it's possible to manipulate this to get a specific Hidden Power.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: jaybug_jimmies on April 16, 2017, 12:16:58 am
Hi folks
I have always been curious what this site http://hakuda2.web.fc2.com/wario/poke3/f3.html (http://hakuda2.web.fc2.com/wario/poke3/f3.html)
actually said. All I knew is that it was pointing out the locations of some 0x50 map tiles. A really nice friend offered to translate it. However, they don't know anything about pokemon glitching, so they lack some context. I've been trying to answer their questions, but honestly I'm confused by some things.

Here is a photo of their current attempts at translation:

http://imgur.com/a/8R0JK (http://imgur.com/a/8R0JK)

The reference to a "summoning call" is mysterious to me. What glitch exploit involving 0x50 map tiles would involve using a "summoning call"? Doesn't sound like traditional Cooltrainer exploit, sounds like something that forces a pokemon encounter? Wait . . . is it LOL glitch maybe? I am not very familiar with that one.

My friend was also confuzzled about something that translated to 'map chips.' and 'mass.' I thought chips was referring to map tiles but it may not be, looking at how the word is being used in the paragraph. I dunno.

Any ideas or insights would be awesome!

EDIT: Aahaaaa Ok I found the section in this site on LOLglitch. This is definitely referring to that glitch. So that particular piece is cleared up at least.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on April 16, 2017, 04:48:10 am
Thanks for sharing this translation jaybug_jimmies!

Yeah, 'map chip' is probably referring to a sub-tile.

In the Japanese versions, there is a simpler glitch (http://glitchcity.info/wiki/Japanese_unterminated_name_glitch_item_instant_encounter_glitch) than LOL glitch where 0x50 sub-tiles are relevant which allows you to summon a Pokémon battle without having to partially escape from battle.

In the English versions the glitch isn't that useful because the tile controlling D059 in the English versions is a menu tile; which would always result in a battle with Metapod.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: jaybug_jimmies on April 18, 2017, 10:34:58 pm
Thank you Torchickens for pointing me to the right glitch! This helps enormously. Things make so much more sense now, and my friend is having a much easier time translating. I'll share the results when complete. :)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: pikachubros2012 on April 24, 2017, 12:11:02 pm
In blue, I tried doing the 'M glitch, I eventually got it, but I got some weird encounters before actually getting Missingno.
Like a level 160 Rattatta
PROFESSOR OAK(!)
And Mewtwo.
By the way.
'M sounds like Zapdos on crack.
 :P

What was your Trainer name?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Parzival on April 25, 2017, 12:11:24 pm
Thanks for sharing this translation jaybug_jimmies!

Yeah, 'map chip' is probably referring to a sub-tile.

In the Japanese versions, there is a simpler glitch (http://glitchcity.info/wiki/Japanese_unterminated_name_glitch_item_instant_encounter_glitch) than LOL glitch where 0x50 sub-tiles are relevant which allows you to summon a Pokémon battle without having to partially escape from battle.

In the English versions the glitch isn't that useful because the tile controlling D059 in the English versions is a menu tile; which would always result in a battle with Metapod.
...so that's why the Hooked Metapod battles are a thing? Huh. Neat.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: shatteredClockworks on May 08, 2017, 06:19:54 am
Yep, Yellow MissingNo. does exist. It usually freezes the game, though. The picture on GCL's "Under Construction" page is an example of this. Sometimes, however, the freezing doesn't occur and you can catch it, but I have yet to actually capture it because I used my Master Ball on Yellow before I found out about Yellow MissingNo., so I can't multiply my Master Ball... :(
Oh, here's the picture: (http://glitchcity.ath.cx/images/mn-appears.png)
I remember a fair amount of time ago I was playing Pokemon red [VC] (Yes this still is a thing in the port) with a newly caught Missingno (Glitch missingno, not fossil or ghost) and I decided to battle an (old) friend of mine. He sends out a Dratini and I send out my Missingno., and when it appeared on the screen for him, it looked exactly like yellow missingno.. And of course, I crashed the s**t out of his game.

good times.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on May 08, 2017, 08:11:37 am
Yep, Yellow MissingNo. does exist. It usually freezes the game, though. The picture on GCL's "Under Construction" page is an example of this. Sometimes, however, the freezing doesn't occur and you can catch it, but I have yet to actually capture it because I used my Master Ball on Yellow before I found out about Yellow MissingNo., so I can't multiply my Master Ball... :(
Oh, here's the picture: (http://glitchcity.ath.cx/images/mn-appears.png)
I remember a fair amount of time ago I was playing Pokemon red [VC] (Yes this still is a thing in the port) with a newly caught Missingno (Glitch missingno, not fossil or ghost) and I decided to battle an (old) friend of mine. He sends out a Dratini and I send out my Missingno., and when it appeared on the screen for him, it looked exactly like yellow missingno.. And of course, I crashed the s**t out of his game.

good times.

When you battle with Red/Blue against Yellow, the glitch Pokémon that appear are the equivalent glitch Pokémon. All regular Red/Blue MissingNo. are regular Yellow MissingNo. in Yellow as both share the same IDs, so this is not surprising.

Interesting thing to do though now that you mention it, as Red/Blue MissingNo. is a lot easier to obtain than Yellow MissingNo. and if Yellow MissingNo. doesn't freeze (https://youtu.be/DDkema91-vo?t=188) (e.g. possibly if it's the first time Yellow has ever seen a glitch Pokémon and the data was erased with Up+Select+B) I wonder what could happen.

Edit: I tried it and unfortunately nothing too unusual happened other than a misaligned player sprite, which is an expected behaviour.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Ryccardo on July 13, 2017, 03:46:49 pm
Has anyone ever explained why battling 'M (and others) causes the infamous "battle graphics are cut into stripes and said stripes flipped and swapped"?

What about permanently making a route laggy/outright crashing if the Trainer-Fly glitch is performed, the game is saved (by changing boxes) and reloaded, then the 2nd trainer is picked from the same route?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Caveat on July 13, 2017, 04:58:56 pm
Has anyone ever explained why battling 'M (and others) causes the infamous "battle graphics are cut into stripes and said stripes flipped and swapped"?

What about permanently making a route laggy/outright crashing if the Trainer-Fly glitch is performed, the game is saved (by changing boxes) and reloaded, then the 2nd trainer is picked from the same route?

1. I believe it's because its sprites are too large. Same reason why it corrupts the Hall of Fame.
2. The glitch occurs because the game advances the map script after the battle, causing it to read invalid flags. This causes it to try and start a battle EVERY. SINGLE. TIME you take a step.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on July 13, 2017, 05:25:35 pm
Has anyone ever explained why battling 'M (and others) causes the infamous "battle graphics are cut into stripes and said stripes flipped and swapped"?

What about permanently making a route laggy/outright crashing if the Trainer-Fly glitch is performed, the game is saved (by changing boxes) and reloaded, then the 2nd trainer is picked from the same route?

1. I believe it's because its sprites are too large. Same reason why it corrupts the Hall of Fame.
2. The glitch occurs because the game advances the map script after the battle, causing it to read invalid flags. This causes it to try and start a battle EVERY. SINGLE. TIME you take a step.
I can't exactly remember why, but sprites large enough will corrupt a flag that's normally only set by the Pokédex. You see, when looking at an entry in the Pokédex, the sprite is facing the opposing direction as in battle. Thus, the game has to both write the tiles flipped, but also it has to flip the order in which tiles are displayed.
However, battle animations assume this flag is reset, and put the tiles back in the "normal" order - though tiles are still flipped, hence the broken graphics.

The game does try to start a battle on every frame (even worse than every step : try opening your START menu... lol), and this makes it try to display a text box (hence disappearing sprites and, I think, random sounds).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: DoubleNegative on September 24, 2017, 12:50:14 pm
What happens to the type bytes when glitch pokemon evolve? If I make a …… (E2) / squirtle hybrid evolve into missingno, does it keep the water type, or does it become normal & bird?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 09, 2018, 05:13:38 pm
(https://i.imgur.com/DEM2FBG.png)

It happened two days ago, the first time of viewing glitch Pokemon $D9 in stats with the $CF90 code.

I never laughed so hard in a long time. I found that very funny.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: TheZZAZZGlitch on September 10, 2018, 01:26:49 am
Lovely Low Kick

(https://cdn.pbrd.co/images/HDcSFbR.png)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 16, 2018, 10:47:17 am
I was randomly watching one of Gonzy's Gen 1 Pokemon videos. I seen him try to deposit a level 0 Pokemon, but something more than a freeze happened:
https://youtu.be/QudetdmpoVE?t=14 (https://youtu.be/QudetdmpoVE?t=14)

I wonder if he actually somehow got the game to not freeze by chance, if this can also happen on a regular game?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on September 16, 2018, 02:57:37 pm
I was randomly watching one of Gonzy's Gen 1 Pokemon videos. I seen him try to deposit a level 0 Pokemon, but something more than a freeze happened:
https://youtu.be/QudetdmpoVE?t=14 (https://youtu.be/QudetdmpoVE?t=14)

I wonder if he actually somehow got the game to not freeze by chance, if this can also happen on a regular game?

It might be its cry, and (though speculative) there might not be a glitch Pokémon exactly like it from the randomizer on the official games. It may be worth testing all of the official version glitch Pokémon to see if a lock-up is possible on deposit in that respect. A lock-up can definitely happen on summary screens too, but I unfortunately can't remember the details other than the glitch Pokémon doesn't always play an endless cry.

Additionally Pokémon with unterminated names can freeze the game, but that's usually before deposit pops up and it looked like "PKMN 0x00" had a terminated name.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 16, 2018, 05:00:53 pm
Seeing more videos of it, it turns out to act like a full fledged ROM Hack which I somehow didn't consider.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on September 16, 2018, 08:03:09 pm
Seeing more videos of it, it turns out to act like a full fledged ROM Hack which I somehow didn't consider.

Yes. I think a lot of these are from randomizer tools. I remember a website in which you can generate modified Pokémon ROMs. Looking again, there is something called the "Universal Pokémon Game Randomizer" on Dabomstew's website which lets you randomise Generations 1-5.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on September 17, 2018, 06:33:03 am
Well shoot, this is getting quite a bit of good use. Maybe I should have left the Gen II one stickied.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 18, 2018, 05:26:10 pm
I am curious on how Crystal_ managed to make this work.
https://youtu.be/oPiPOkbs50s (https://youtu.be/oPiPOkbs50s)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on September 19, 2018, 03:10:28 am
ROM hacking.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on September 19, 2018, 09:10:21 am
As ISSOtm said, this can be achieved with ROM hacking (or Game Genie which work as temporary ROM patches).

Each Pokémon in index number order has a Pokédex number in the ROM which is read for the game to use a partial structure for its stats ('base data structure') as detailed here: https://hax.iimarckus.org/files/missingno_explained.html

This offset (value 'table' for index numbers starting from 1) begins at $41024 in Red/Blue,  0x410B1 in Yellow, with the first ID (Rhydon) being hex:70, Kangaskhan being hex:73, and so on. Other offsets can be found using a hex editor and its find feature (by searching for "70 73 20" (the first three bytes or how many you want to search for).

Here are two Game Genie codes to do it in Red/Blue without ROM hacking.

Change Pidgey's Pokédex number:

XX0-47A-A2A

Change Rattata's Pokédex number:

XX0-C8A-A26

For Yellow,

Change Pidgey's Pokédex number:
XX0-D4A-A2A

Change Rattata's Pokédex number:
XX1-55A-A26

However while this would work on emulator, a physical Game Genie may glitch out the palette for English/French/German/Italian/Spanish Yellow, unless theoretically more Game Genie codes or another method could fix it. I haven't tested this on a monochrome (DMG) Game Boy. In that case I haven't confirmed whether Game Genie can be reliably used for this purpose (however I confirmed once you can use it to reset the clock in Gold/Silver by listening to the music and possibly other clues instead of looking at the screen).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on September 19, 2018, 12:29:17 pm
The main point is that there are two numbers associated with a Pokémon species that make it what it is based on the data grabbed from tables in the ROM: the index number, and the Pokédex number. Trying to plug in an index number that wasn't intended to work is what gave this site its running start. What happens when you plug in a different Pokédex number, though? That's what the video goes into. It's nothing too interesting considering it's basically just making artificial glitch hybrids (he had to take species with working index numbers and then just changed the Dex number,) but it's definitely notable.

Everything besides the changing of names (e.g. 152, 156) can be done with the Gameshark codes Torchickens provided.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 19, 2018, 04:24:07 pm
So, in other words, I can't experiment those on my own with BGB, can I.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on September 20, 2018, 01:33:28 am
BGB allows you to modify the loaded ROM, and save it. So you can.
To seek the address Torchickens gave ($410B1), you have to first press Ctrl+G after having clicked anywhere in the debugger's data viewer (bottom-left panel), then type the address in Game Boy format (10:50B1).
Your cursor should be pointing at a "70" byte; if not, the address is wrong. You can type any character on your keyboard to open an Edit bow, which will ask you for the hex values you want to edit. Validate by pressing Enter. (Note that writing multiple bytes will modify multiple bytes, not just the one your cursor was pointing at.)
You can save the ROM you modified by doing File -> Save ROM as... or discard the modifications with Reload ROM.
Easy as pie!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 21, 2018, 06:36:00 pm
BGB allows you to modify the loaded ROM, and save it. So you can.
To seek the address Torchickens gave ($410B1), you have to first press Ctrl+G after having clicked anywhere in the debugger's data viewer (bottom-left panel), then type the address in Game Boy format (10:50B1).
Your cursor should be pointing at a "70" byte; if not, the address is wrong. You can type any character on your keyboard to open an Edit bow, which will ask you for the hex values you want to edit. Validate by pressing Enter. (Note that writing multiple bytes will modify multiple bytes, not just the one your cursor was pointing at.)
You can save the ROM you modified by doing File -> Save ROM as... or discard the modifications with Reload ROM.
Easy as pie!
:D That's it! I just realized. I think I found the way to make it so glitch Pokemon outside of the Obtainable Mew Glitch Range (191-199) show their effects when encountered in the wild!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 25, 2018, 07:04:05 pm
I wonder how the game loads the Red sprite during trainer battles while Super Glitch or ZZAZZ Glitch is active?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Evie Torchic the Glitch Scientist on September 26, 2018, 08:43:26 am
I wonder how the game loads the Red sprite during trainer battles while Super Glitch or ZZAZZ Glitch is active?

The Red sprite can be flipped or unflipped. Any value in address $D0AA greater than 0 will cause this sprite (and Pokémon sprites) to be flipped. It's possible that Super Glitch and ZZAZZ Glitch may corrupt it (depending on contents of screen data for Super Glitch or 0x99 for ZZAZZ glitch), but there could be other reasons I don't know as well (other than the well-known sprite corruption caused by MissingNo. etc.).
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on September 26, 2018, 11:08:13 am
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!
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 26, 2018, 05:28:59 pm
I'm afraid I was quite vague because I didn't have much time last night, I apologize. What I meant is the one you see only twice throughout the entire game. The front facing Red sprite.

The only other occasion for the game to load the Red sprite, is through a link battle, but here's the question.

Where does Super Glitch or ZZAZZ Glitch grab the front facing Red sprite when you battle a trainer with those effects active. There is no accessible trainer class that have this sprite. I started wondering about this after re-watching MissingnoXpert's Super Glitch Redux video. I can't find any RAM addresses that point to this particular situation.

Once again, I'm sorry if I wasted your time. That was my fault.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on September 27, 2018, 09:52:10 am
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.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 27, 2018, 04:34:37 pm
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?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 27, 2018, 07:21:37 pm
By the way, I first saw this video a few years ago. https://www.youtube.com/watch?v=eTuIocHmGVM (https://www.youtube.com/watch?v=eTuIocHmGVM)

He's the only who has received this strange phenomenon. Looks like a low-pitched variant of that unstable Missingno. by doing the Up+Select+B beforehand.

However, when he proceeded and sent Snorlax, the game freaked out, opening the items menu, playing the HP beeping sound, and the game resets itself. This doesn't seem to replicate in Debug Yellow.

According to the couple videos I have seen from people using VisualBoyAdvance in the past, they got some different variant.
Here's an example: https://youtu.be/NOsQ1Y7XRdk?t=401 (https://youtu.be/NOsQ1Y7XRdk?t=401)

And there's another one where some "Let's Glitch" person actually caught Missingno. from that same effect that OldManMissingno reset over it and it nicknamed it Old Amber, but now, I can't seem to find that video anymore. I believe in the Super Glitch video that same person did got the PC text chaos filling up the screen before it crashes. Those videos were probably deleted.

Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on September 28, 2018, 05:18:51 am
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]
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 29, 2018, 01:05:59 pm
Just set bit 6 of D72E.
Code: [Select]
ld hl, $D72E
set 6, [hl]

Is this for Red/Blue or Yellow?
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on September 30, 2018, 02:21:03 pm
R/B
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on September 30, 2018, 03:47:31 pm
R/B

Is there one for Yellow? Because that's the one I was looking for.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: Sherkel on September 30, 2018, 04:16:06 pm
It should be D72D for Yellow. (https://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Yellow:RAM_map)
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: GlitchedPokemonStudent on October 02, 2018, 06:20:45 pm
Okay, it's either not working, or I am doing something wrong.

Inserting the code directly there gives me an Escape Rope animation and no front Red trainer sprite. When I insert the code from the one behind it, nothing happened and still no front Red trainer sprite. It's either that or DebugYellow just disagrees with me.
Title: Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
Post by: ISSOtm on October 04, 2018, 06:02:43 am
Apparently it's the other link variable that controls the Trainer sprite. Set $D12B ($D12A in Yellow) to any non-zero value.

Source. (https://github.com/pret/pokered/blob/6ba3765c5932996f5da6417ae703794ff10bb1cb/engine/battle/core.asm#L6987-L6992)
Also it's likely to cause other effects, maybe the battle getting stuck on "Waiting..!"