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Messages - Evie the Bird Mother 🌸 ☽

Pages: [1] 2 3 ... 244
1
I've dumped a text file for the Ruby/Sapphire animation pointers from 81C7168, hope this may come of use.
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Generation II Glitch Discussion / Re: Gold/Silver trainer pointers
« on: Yesterday at 03:45:34 pm »
(Copy and paste into Notepad++. The line number is the index number)


C259
D859
EE59
085A
285A
425A
5E5A
725A
925A
F45B
F45B
195C
3D5C
635C
895C
AE5C
DA5C
005D
205D
495D
845D
A45D
2E5E
055F
DC5F
B860
DF60
2362
3F63
1E64
B264
3E66
7B66
9466
BA66
D666
7767
A868
C769
AC6A
4C6B
D86B
C86C
E46C
FC6D
706E
8B6E
BE6E
166F
656F
DF6F
5170
0771
FF71
E872
2473
9173
E873
1274
BF74
FB74
8B75
D575
FF75
2A76


3F76
8580
8B8A
8D84
9150
0107
1021
BD00
0009
1121
BD10
00FF
9687
8893
8D84
9850
0112
2303
66E3
7614
F1CD
D517
D0FF
8194
8692
9850
010E
0B21
516A
000E
0E28
516A
0010
7B62
2BD2
00FF
8C8E
9193
9850
0115
5C7A
B4D4
AE15
5D5F
66AE
6519
5E5F
F7D4
8A17
5DB4
D466
65FF
8F91
9882
8450
011B
561D
C43E
9C1D
571D
C43E
9C1F
DDC4
1F36
3BFF
8980
928C
888D
8450
011E
5155
3031
561E
5155
3031
5623
D067
F158
E7FF
8287
9482
8A50
011B
392B
6302
9A1E
3E5F
AA39
DFFF
828B
8088
9150
0125
9456
3915
E125
9456
5515
E125
9456
3A15
E128
E66C
393F
E1FF
E650
0005
98FF
E650
0005
9BFF
E650
0005
9EFF
E650
000C
5C0E
2910
99FF
E650
000C
5C0E
2910
9CFF
E650
000C
5C0E
2910
9FFF
E650
0114
5D7A
B4D4
AE12
5121
5430
3114
298D
302C
6D16
992D
734B
4DFF
E650
0114
5D7A
B4D4
AE12
5121
5430
3114
298D
302C
6D16
9C2B
6C34
62FF
E650
0114
5D7A
B4D4
AE12
5121
5430
3114
298D
302C
6D16
9F2B
6337
2CFF
E650
011E
2A8D
2C6D
111C
5121
5431
561E
5D7A
D4AE
F720
D72B
6267
B920
9A73
4B4D
22FF
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011E
2A8D
3
Forum Announcements / Re: Name Changes
« on: Yesterday at 03:14:05 pm »
May someone change my display name back to "Evie the Bird Mother 🌸 ☽" please? Thanks :)
4
The Trainer ID and OT shouldn't matter for Mewtwo. However, yes for Mew you need OT "GF" (or ge-furi in katakana for JP versions only) and ID 22796 (Mew is just a special exception as it was only released for special VC distribution releases). Does the Mewtwo have legal moves and is it at least Level 70? It seems like something simple but easy to overlook, as Bank does/has checked those things. Hope this helps. ^^
5
Glad you found a solution with the badge boosts! ^^
6
Hi, welcome to the forum. ^^ There is the  https://glitchcity.info/wiki/Switch_PP_underflow_glitch but it's not easy to do at a low level. I notice Lorelei's Dewgong likes to use Rest, though. Another technique that will take you through the whole league without arbitrary code or warping/using Rival's/Jack effect items is with the 'CoolTrainer move'. If you do it with the last time you opened the Pokemon menu at Vermilion City in the water with bushes below, you can defeat the whole league. One moment while I grab the video. Unfortunately can't think of a strictly non glitch trick though :(, but hope this helps anyway. :)

Edit;
https://www.youtube.com/watch?v=qNUz3HOaEos

And https://www.youtube.com/watch?v=mvBcE320VOI
7
Generation III Glitch Discussion / Re: Gen 3 ACE development thread
« on: March 24, 2020, 10:02:24 am »
I've looked into using 0x0611 repeatably (even after hatching) and I've found a place that does the animation without displaying the species name.

https://youtu.be/o2M2p965fic

No need to really EV train DOTS to 233 HP and 64 Attack EVs, when you can simply use a Contest to do ACE lol
Whoa, thank you for this! :)
8
Generation I Glitch Discussion / Re: Missingno. in Yellow
« on: March 23, 2020, 02:35:03 pm »
RE: ♀ . (C1)   ; I wonder if you can corrupt C109 with it? (based on https://glitchcity.info/wiki/Facing_direction_arbitrary_code_execution)
9
Generation I Glitch Discussion / Re: Can someone research this effect?
« on: March 23, 2020, 02:27:13 pm »
"Darn it!" - Admittedly I feel like I've lost my touch... :( (I'm tempted by lots of theoretical glitchy snakes but nothing seems to work nowadays when I try it lol, like I glitched my mind's own SRAM)
10
Generation I Glitch Discussion / Re: Can someone research this effect?
« on: March 23, 2020, 10:55:54 am »
Ah yes, text pointer table. Forgot about that.
Is there any possible practical use of this?

It's possible but otherwise if you mean strictly 'practical' not sure, sorry :( - and you can typically do things with a lot more precision with expanded item pack. The items are here if that helps. :) https://glitchcity.info/wiki/Expanded_bag_item_documentation_(Generation_I)

D35D/current map manipulation, it seemed earlier you can do by messing with Pokémon 12's experience). So if a Pokémon levels up and forces the text pointer to be in RAM that may be manipulable. When the text pointer table is in RAM, it reads the pointer you feed it as a pointer table for two byte pointers. Entry 1 is text 0, entry 2 is text 1, etc. (local to NPCs on the map) Following the pointer, you can add 08 to the start; indicating the text box runs code after the 08.
11
Generation VII Glitch Discussion / Re: Damage rollover
« on: March 23, 2020, 08:42:31 am »
Thanks for the input :). Umm when I tried it, it was from a suggestion from a viewer but I haven't stepped it through with a debugger unfortunately, sorry. (Ah like the Protect chance thing)
12
Generation I Glitch Discussion / Weird Pokémon Yellow artifact
« on: March 23, 2020, 06:52:55 am »
Got this when directly loading SRAM into BGB via Debugger>File>Load SRAM. I don't know why..  Edit: It seemed to appear again for a different reason?
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Generation I Glitch Discussion / Re: Can someone research this effect?
« on: March 23, 2020, 05:28:26 am »
https://www.youtube.com/watch?v=D_3RsweZw3A
The "limbo" effects in this video.
They're quite strange, and I've only ever seen them in this video.
So basically:
- Pokemon Yellow
- Player leaves Pallet Town with no starter, this person does it with a WTW code
- Player fights enemy Pokemon, resulting in "wild appeared" effect
- Player somehow defeats enemy Pokemon, likely due to burn/poison
- After the enemy is defeated and battle ends, they are send to a "limbo"
- A limbo seems to be a specific map, but with strange properties, including:
    - NPCs with broken graphics
    - NPCs with broken dialogue
    - Strangely repeating tiles, possibly due to broken dimensions, and is seemingly infinite
Can someone see why this happens and what's going on when it does happen?

It might be this: the game has to send out a Pokémon, and picks one that isn't fainted. Having 0 Pokémon is synonymous in context of the code/program with having 256 Pokémon; so that Pokémon is sent out (i.e. it isn't the 256th Pokémon is sent out but one that isn't fainted; but unsure of any more. There could hypothetically be a RAM address for that like Emerald's previous participant (related to Pomeg)). When that Pokémon gains experience then, it may not be Pokémon 1-6. Instead one of 7-256. (see also https://forums.glitchcity.info/index.php?topic=6991.msg195984#msg195984 ) This does not represent Pokémon data, so the level up alters RAM map data instead of RAM Pokémon data etc, additionally extrapolation of participant flags may occur; i.e. extension of bit field D058 (D057 in Yellow?) ; the seemingly random level ups are not random. The limbo effect is not one effect; but a mixture of several already known ones; for example, if you open the menu at Route 1 in Pokémon Yellow and do a CoolTrainer (Yellow CoolTrainer exists too but functions slightly differently; i.e. you can't carry forth screen data from out of battle without additional steps); you can turn the NPC sprites into different ones like in the video. Additionally, the opening Pokémon menu is because opening the Pokémon or items menu saves the screen data. 

Limbo;
1. 'Stretched map'; coordinates and/or map pointer corruption? (D361, D362, D363, D364, D35F-60 etc.). Is it possible to warp too, e.g. to Hall of Fame? Possibly in theory, you'd just have to take the participants and statuses of the 'extraneous' (7-256) Pokémon into consideration.
2. Broken graphics; I don't know this one, except it's a known effect of CoolTrainer.
3. Broken dialogue; Like that old "haunted TV" video on TRSRockin, D36C-D36D - the text pointer table.

Edit 1:
Indeed, in Yellow if you use a Rare Candy on Pokémon 12 after 255 Pokémon glitch of SRAM glitch, you can modify D35D; the map. (You can probably do the same in Red for D35E but don't know for sure). Hence to check the participant flag for Pokémon 12; that would be D057's (12th bit) (sorry my binary sucks). However, there are only 8 bits in a byte.

We can make a table and assume; n [y] - so you do

(do the same but extrapolate backwards)
D058 0
  • , 8 [2^0] , 9 [2^1], 10 (2^1), 11 (2^2), 12 (2^3)
    (forwards)

    2^3=8

    This means you have to write 8 to D058 (wCurOpponent before battle) to get the 12th Pokémon to level up, which also must not be fainted.

    However, how would we get this to become 0x76 (Hall of Fame)?

    In Japanese (due to Select glitch) and non-English European versions (due to the menu-sprites buffer glitch), this is possibly simpler.

    Edit 2:
    Aha! I noticed something. So try swapping Pokémon 3 into Pokémon 12; D35D becomes not from RAM but ROM. That's until I swapped Pokémon 10 into Pokémon 3; wiping the FFs (but unsure if coincidence). After, I swapped Pokémon 3 with 12 again, and it's sourcing from D1D2 (Pokémon 3's experience now).
14
Writing / Re: Thoughts of the day/week/whenever
« on: March 23, 2020, 05:18:33 am »
Aww, sweet.  ^^
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Writing / Re: Thoughts of the day/week/whenever
« on: March 22, 2020, 11:17:56 am »
If it's any consolation, my neighbor is probably sick of hearing me sing Dead or Alive songs while I'm in the shower.

<3 Well you're not alone :) like I can't stop talking in real life too (but get shy if have to speak), but asked neighbour they were like "ah it's OK" so don't worry. ^^
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