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Messages - MrGlitch

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1
Pokémon Glitch Discussion / Re: Glitch Video Thread
« on: June 26, 2016, 01:13:35 pm »
2
Pokémon Glitch Discussion / Re: How did you get into glitching?
« on: June 26, 2016, 12:08:53 am »
WillisTheUnbreakable and Krauser912 on YouTube.

It's been nine years since WTU made his last Pokemon glitch video.  Wow.
3
Generation II Glitch Discussion / Re: G/S/C glitch discussion
« on: June 23, 2016, 11:51:57 am »
Actually it does, but it's probably unused. Have one mail in the Mail Box, set A835 to hex:39, and the first 'letter' (actually a control character) in the mail will be 'GREEN'.

Yep. I posted a while back about a glitchy mailbox in Gold that contained dozens of messages with "GREEN" as the body text.

I would like to stress again just how much fun it is to change the first byte of line 0049 to "11".
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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.
5
Old thread is old.

I'll nominate one that I just came across a few minutes ago.  I've seen it elsewhere but am not sure if it has an official name.  Performed in R/B by changing the first byte at line 3906 to 9F, then activating the Fun Glitch Effects of this change by pressing "A" to stop dialogue boxes from loading all the way. 

Once in a while, something will sneak up on you after you've played with an NPC's dialogue for a bit.  As soon as you exit the conversation: oh s**t a battle.  Sometimes it is a horizontally flipped Aerodactyl Missingno. sprite with one channel of the battle victory music.  Other time (such as tonight), it is a scary glitch trainer with an indiscernible name who wants to fight you in YOUR HOUSE just because you dared to talk to your mother.  Naturally the game crashes as soon as the "(Fuckity Trainer Name) wants to fight!" dialogue finishes loading.

I'd prefer strange trainers to stay out of my house, especially before I receive any Pokemon.

(edit: same glitch trainer as in this video, but it crashed before any Pokemon were sent out: https://www.youtube.com/watch?v=Da-n1yldJLg )
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Huh. Looks like there are two ways to get a free Hitmonchan.

http://youtu.be/t2KtU6_C7Ho?t=2m42s

Great research, it is certainly useful. :)
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Pokémon Glitch Discussion / Re: Glitch Video Thread
« on: March 21, 2014, 08:39:06 pm »
Another 3906 video, this time the results of changing the first byte to BF.  Some interesting palette-related glitches...

https://www.youtube.com/watch?v=bRWpCy1ARf4
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Generation II Glitch Discussion / Re: G/S/C glitch discussion
« on: March 20, 2014, 08:36:09 pm »
I've had random things like that happen before. For example, in Yellow on my Game Boy Advance SP I had static play and the game freeze shortly after, after moving. It might be a connection problem with the cartridge, though I'm not sure. The game is prone to freezing just by shifting the cartridge is a little.
I've had a crap ton of problems like that on ALL game cartridges, when using my SP.  Pushing a little too hard around the battery compartment seems to result in a game freeze or crash.  Perhaps it's a matter of contacts needing to be cleaned on the SP.
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Nah, confusion is the question mark.

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

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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:


Isn't that the same sprite used for confusion, or is that separate?
11
Pokémon Discussion / Re: Fixing 169 broken Pokemon game cartridges
« on: March 19, 2014, 11:44:34 pm »
Just a stupid question here. What could cause the game to overwrite data in order for glitches like those to occur?

Saving the game after a little Gamesharking? Other glitches?
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Pokémon Discussion / Re: Fixing 169 broken Pokemon game cartridges
« on: December 08, 2013, 10:57:38 pm »
Reading this makes me feel very lucky to still have all my old gameboy cartridges working so well!

Blue works fine, and Gold only forgot the date so far!
You're lucky indeed, though I'm not sure how much longer the batteries will last.  :-\

I had a Silver that erased itself after 11 years...
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Pokémon Discussion / Fixing 169 broken Pokemon game cartridges
« on: December 08, 2013, 09:30:16 pm »
Thought this would hold some interest for many of you, especially when he discusses some "possessed" games.

http://lparchive.org/Pokemon-Blue/Fix/
14
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.
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Generation II Glitch Discussion / Re: G/S/C glitch discussion
« on: December 04, 2013, 10:31:15 pm »
Alright, I've been playing around with the memory on Gold and had a question.

Changing the first byte at address 0049 to "13" results in all sorts of seemingly random glitch effects.  However, I can never seem to get past two points:

1. the point where the Lapras sprite would appear in the introduction. The game cuts straight to the title screen after the screen starts moving upwards during the introduction, but before that sprite appears.
2. the point where Professor Elm's sprite would appear when a new game is selected (after the clock setting dialogue).  The game usually locks up or resets at this point. (All resets I've encountered so far are Glitch Dimension resets using the current palette when the game crashes for the first time.)

So whatever this address is clearly messes up the graphics quite a bit...but does anyone know why the game seemingly can't continue past these points?
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