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Topics - VaeporSage

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Pretty sure I've made a thread like this every year. I don't think I'll stop until I get to the bottom of it. ;)

So there's this glitch in Pokemon XD: Gale of Darknesss for GameCube in the final enemy lair where very rarely, upon defeating 1 specific enemy team member, the floating transport platforms in the room go ballistic without warning and start to oscillate in and out of existence, allowing you to walk (and teleport) across thin air to reach them as they violently shake throughout the room.

The glitch has been replicated, documented and attested to by a handful of other YouTubers over the years, although unfortunately two other videos capturing it in action have since been removed.

It's a pretty fascinating display:

But apart from how visually transfixing it is to watch the game mess up its functions this badly, there's something else about the glitch that interests me which is so far unexplored, and it shows up at 1:55 in the video above. By walking across thin air, the glitch allows you to clip through a wall, and theoretically explore out of bounds (!!!).

This is especially remarkable given just how glitch-proof a fortress XD: Gale of Darkness (and Colosseum) has proven to be: glitch species, items, moves, Pokémon with 65535 HP, etc. transferred from the GBA games have almost no effect in the GameCube games, as the error handling system seems pretty much airtight.

Why does it happen?

Although the cause of the glitch is so far mostly unknown, we have a couple of key clues. For one thing, we know that it takes place exclusively after defeating Cipher Peon Gromlet. The interesting thing about Gromlet is that he is one of only two trainers in the game with a Wailord on his team (the other is located on Mt. Battle and hasn't been known to trigger any similar effects). During the battle with Gromlet, the camera has to zoom out significantly in order to accommodate the Wailord on-screen.

So it's possible that the wide zoom-out could have a distorting effect on the moving platforms after the battle. But the glitch is still a rare occurrence. So it must be that it's triggered by a combination of events at once, with the Wailord being an important factor in the equation, but not the only one.

...which is why it's particularly lucky that we happen to have footage from a "Let's Play" playthrough of the game that shows us everything that happened before the glitch was suddenly set off! The only question being...well, what exactly could have triggered the glitch, besides the Wailord? And that's been the mystery for the best part of a decade by now. Could it be a particular sequence of events during the battle? A certain move used on the Wailord? Perhaps even having checked certain event flags in the game previously? You name it, it's anyone's guess.

Here's the 10-minute section of playthrough immediately preceding the glitch, including the battle with Gromlet:

***For anyone brave enough to investigate and find out more about the causes of this glitch, I'm happy to offer like $15 PayPal and/or a bunch of old holofoil Pokémon cards to anyone who makes a breakthrough on this.*** :P

I'd imagine that actually analysing the game's internal data directly would be the most effective means of coming to a conclusion, but just from observing the playthrough alone I'd imagine there are definitely some concrete deductions to be drawn that I've missed. Thanks for reading! :)

It's immensely frustrating that neither Movie Maker nor any free stuff I find can do something as utterly rudimental as play two videos at the same time. Can anyone recommend any way for me to put a video on top of/beside another video (in a Movie Maker-like program, ideally) without have to pay money for such a ridiculously simple task?
Yikes. That wasn't how I wanted the videos to look. Is there a way of just leaving them as a link rather than embedded like that? I had most of them set to specific times within the video to save the reader from having to watch the whole thing to know what I meant. For now, I'll just write the time to view beside the video, I guess.
I've been meaning to make this thread for ages now. This is just an overview of most of the processes involved in the glitch, with lots of footage (some of which I've recently annotated to make clearer) and updated terminology which you're free to employ or change up. Ideally 'Shift/Set malfunction' (or whatever other name it should be assigned) and 'Pseudoclone' (likewise) would each form their own little Wiki pages, with a pinch of revision, proofreading and simplification here and there.

Hopefully you find at least some of this interesting. As glitch research goes, I've left it relatively unpublicised, and I'm certain there's so much more to find. After all, this is all the result of me piddling around on my GameBoy between the ages of 14 and 16 with little to no knowledge of the game's workings. Anyone with a clear understanding of the game's internal function could, in theory at least, have a field day with this one. :)

Shift/Set malfunction (Ruby/Sapphire/FireRed/LeafGreen/Emerald)

The Shift/Set malfunction is a glitch that occurs in the GBA games of Generation III. In the 'Battle Style' section of the Options menu, the 'Shift' option must be selected to perform this glitch. It is caused by the game's mismanagement of the event when the player's Pokémon faints at an irregular moment in time during battle. The malfunction allows the player to battle with various different kinds of glitch Pokémon without the use of a cheating device. As of yet, there are three documented means of triggering the effect: the Revive method, the Level-up method and the Volt/Water Absorb method.

After the player's Pokémon faints at an unusual point during the turn, and a new Pokémon is selected to be sent into battle, the game will display the Shift/Set message (“[Trainer] is about to use [Pokémon]. Will [Player] change Pokémon?”). The act of the player sending out a Pokémon is treated as though it were in fact the opponent who is switching in a new Pokémon.

Watch @ 6:05 ↓

This additional sequence is notable as selecting 'Yes' and agreeing to choose a new Pokémon to be sent out erases the player's first choice. No further choice of Pokémon is necessary, as  the Shift/Set switch is optional. Thus, exiting the switch via 'Cancel' returns the player to the battle, without having chosen a Pokémon to battle with. Glitch Pokémon are then sent into battle, with Ruby/Sapphire, FireRed/LeafGreen and Emerald each containing their own unique types. Furthermore, the game will treat the glitch Pokémon slightly differently according to which method was used to trigger the Shift/Set malfunction.

The Revive method:

Watch @ 1:15 ↓

-A team of 2 or more Pokémon consisting of only fainted Pokémon and Eggs.
This can be achieved through use of the Pomeg glitch or via 'DecaSwitching'.

-A Revive, Max Revive or Revival Herb.

(1) Enter a battle and use your revival item on any Pokémon, except for the fainted Pokémon in the first slot.
(2) Select the revived Pokémon to send it into battle.
(3) Agree to switch into a new Pokémon.
(4) Cancel the switch.

The Level-up method:

-A Pokémon with a specific amount of HP in the first slot (explained in method).
-Another Pokémon that is able to battle.
-A Poison-healing item, a HP Up and a Pomeg berry
(1) Select a Pokémon that has sufficient EXP to level up after defeating one Pokémon, and which gains 2 or more HP from the use of a single HP Up.
(2) Before using a HP Up on the selected Pokémon, save the game, then have the selected Pokémon gain EXP in battle so that it levels up.
(3) Take note of how much HP was gained via level-up and reset the game.
(4) Your desired HP value is [65536 – (amount of HP gained via level-up)]. That way, leveling up will raise the HP to 65536 (zero), fainting the selected Pokémon.
(5) Use a HP Up on the selected Pokémon to so have it gain 2+ HP.
(6) Reduce the selected Pokémon's health to 1 via Poison damage.
(7) Use a Pomeg berry, allowing the HP value to drop below 0. (0->65535->65534->65533, etc.)
(8) If necessary, apply further Poison damage so to reach the desired HP value.
(9) Heal the Poison.
(10) Place the selected Pokémon in the first slot of the party, and place any another Pokémon capable of battling in any other slot of the party.
(11) Enter a single battle against a trainer with 2 or more Pokémon.
(12) Have the selected Pokémon gain EXP. It will gain exactly the right quantity of health so that it faints.
(13) Choose a Pokémon from your party to send into battle.
(14) Agree to switch into a new Pokémon.
(15) Cancel the switch.

Volt & Water Absorb method:

-A Pokémon with the ability Volt Absorb or Water Absorb, and a specific amount of HP (explained in method).
-Any other Pokémon that is able to battle.
-A Poison-healing item, a HP Up and a Pomeg berry.

(1) Select a Pokémon with the Ability Volt Absorb or Water Absorb, and which gains 2 or more HP from the use of a single HP Up.
(2) Before using a HP Up on the selected Pokémon, find the amount of HP it will gain through its ability either by testing it during battle, or by dividing its total HP by 4 and rounding down (e.g. A Pokémon with a total of 78 HP will give 19 HP).
(3) Your desired HP value is [65536 – (amount of HP gained via Volt/Water Absorb)]. That way, activating the Ability will raise the HP to 65536 (zero), fainting the selected Pokémon.
(4) Use a HP Up on the selected Pokémon to so have it gain 2+ HP.
(5) Reduce the selected Pokémon's health to 1 via Poison damage.
(6) Use a Pomeg berry, allowing the HP value to drop below 0. (0->65535->65534->65533, etc.)
(7) If necessary, apply further Poison damage so to reach the desired HP value.
(8) Heal the Poison.
(9) Place the selected Pokémon in any slot of the party, and place any another Pokémon capable of battling in any other slot of the party.
(10) Enter a single battle against any trainer.
(11) Have the selected Pokémon gain HP via its Ability. It will gain exactly the right quantity of health so that it faints.
(12) Choose a Pokémon from your party to send into battle.
(13) Agree to switch into a new Pokémon.
(14) Cancel the switch.

Glitch Pokémon available via the Shift/Set malfunction:

All methods yield a shiny Bad EGG with the species of a Feraligatr, the Water typing, the Ability Torrent.

Watch @ 3:22 ↓


All methods yield a glitch Pokémon of the 'B oE An' family. Depending on the method used, the Pokémon's name may vary. It is also rumoured that the Pokémon's name differs from player to player. Attempting to send out this glitch Pokémon will softlock the game with an unending animation.

Watch @ 2:26 ↓

All methods yield a Pseudoclone, a glitch Pokémon which shares numerous characteristics with both of the first Pokémon sent out by both players at the start of the battle.



Pseudoclones are a type of glitch Pokémon available only in Emerald via the Shift/Set malfunction. They share many characteristics with the Pokémon that the player first sent out at the beginning of the battle (Parent 1) as well as with the opponent's first Pokémon (Parent 2).

Watch @ 0:51 ↓

Shared with the player's first Pokémon (Parent 1):
Actual Species (i.e. Visible via Transform)*
Calculative HP value**

Shared with the opponent's first Pokémon (Parent 2):
Displayed Species (On HP bar)
Battle sprite
Maximum HP value**
Fainted/non-fainted status & current HP value***

*There are two classes of Pseudoclones: Azurill Pseudoclones and Gengar Pseudoclones. Azurill Pseudoclones carry the Ability Thick Fat and the Normal typing, while Gengar Pseudoclones carry the Ability Levitate and the Ghost/Poison typing. The class of the Pseudoclone is determined by the index number of its Parent 1. Celebi, and all Pokémon with lower index numbers (as far as Bulbasaur), produce a Gengar Pseudoclone. Treecko, and all Pokémon with higher index numbers (as far as Deoxys), produce an Azurill Pseudoclone.

**Ex: Pseudoclone with 0 HP and:
-Parent 1, max HP 40 (knows Recover)
-Parent 2, max HP 60.

Recover will restore health by 20 (instead of 30 as would otherwise be expected).

Ex: Pseudoclone with 0 HP and:
-Parent 1, max HP 90 (knows Recover)
-Parent 2, max HP 40

Recover will restore health by 45, increasing the total to 45/40.

***When the Pseudoclone is active, the opponent's first Pokémon will not be treated as fainted, and will be sent out once more after having been defeated previously.

Revive method: The Pseudoclone will be notably less stable, forcing it to be sent out twice in a turn and treating it as fainted if it attempts to attack (triggering a new Shift/Set malfunction). Via this method, the only way to proceed beyond this loop is to throw a Poké Ball, which allows the opponent to attack the player's Pseudoclone. On the player's following turn, the loop will continue (whereby the Pseudoclone must be re-chosen twice) unless the Pseudoclone had been hit by False Swipe, which renders it active with 1 HP remaining.

Level-up method: The Pseudoclone will be active (i.e. able to attack and not treated as fainted). However, as the opponent's first Pokémon (Parent 2) is fainted due to the requirement of the Parent 1 gaining EXP to trigger the Shift/Set malfunction, the Pseudoclone will be sent out with 0 HP. Damage inflicted onto the Pseudoclone while in this state will decrease its health value below 0, e.g. taking 5 damage will leave the Pseudoclone with 65,531 HP. As the Pseudoclone is active, the Parent 2 will no longer be treated as fainted. When sent out again, the Parent 2 will share the extra-maximum HP value of the Pseudoclone.

Volt & Water Absorb method: The Pseudoclone will be active. The Parent 2 remains active, and the Pseudoclone will be sent out with its same quantity of health.

When the player knocks out the opponent's final active Pokémon with a Pseudoclone through use of a draining move (Giga Drain, Leech Life, etc.), the game will send out a glitch Pokémon of the B óË ÁN family.
Pokémon Discussion / Vermilion City request plssssssss
« on: April 26, 2015, 02:15:40 pm »
I want to play the G/S/C Vermilion City track on piano, but I don't have VBA at the moment to split the channels. Soooooooo if you wanna be my lover, couldja head on to Vermilion and record the emulator playing the main accompaniment on its own and post it here? Thx bbz 2k15bbq <3
Pokémon Discussion / Pokémon music in real life
« on: August 25, 2014, 03:10:44 pm »
Recently I decided to compile some of my Pokémon piano pieces into videos for YouTube, which has been fun so far.  :)

blahpy showed me a cool video of his playing the D/P/Pt Pokémon League theme, so I got to wondering if anyone else here has any footage of themselves emulating the sounds of the Pokémon games on real instruments. I'd love to hear it! ^_^
Generation III Glitch Discussion / Cave of Origin sound retention
« on: July 29, 2014, 02:35:11 pm »
I heard about this from the RSE glitch thread on Serebii a few years ago, but only now decided to test it out.

Hatching an Egg or evolving a Pokémon whilst in the Cave of Origin plays new music. As the Cave of Origin has none with which to replace it once the cutscene is over, the hatching/evolution music will continue until the player exits the room.

If a Pokémon evolves or an Egg hatches here, the music will play on the floor until the player leaves.
Placing a Sand Ornament in front of a wall and crumbling it with the A button allows you to place a Poster on the wall behind it, which cannot be done while the Ornament is intact. Re-entering the room with the Poster behind the Ornament causes part of the Poster to disappear entirely when the Ornament crumbles. Put the crumbled Ornament away, and you are left with a hole in the wall.  :D

This seems to have been undocumented until now. I have a strong sense that more may come of this, but I'm away without my GBA so I can't test it until the end of the week.
Pokémon Discussion / You're not crazy...
« on: July 09, 2014, 08:29:26 am » really did see a Camper walk up Mt. Chimney that one time.
Pokémon Discussion / The Pacifidlog TM man and the berry glitch
« on: May 17, 2014, 01:24:03 pm »
If you have a copy of R/S/E with its battery run dry, head over to Pacifidlog Town. There, you'll find that the man who normally is quite punctual with his supplies of Return and Frustration has encountered a bizarre stocking issue.

"Oh, yes. In another 2430 or so days, I should be getting a good TM or two. You should come see me then. I'll give you a TM that's suitable for your Pokémon."

Of course, this never changes by the next day. It appears that the Pacifidlog TM man must constantly re-schedule his next purchase for 6 years, 34 weeks and 2 days in the future. A busy man, it would seem.
Pokémon Discussion / 'Evil Pokérus' concept
« on: May 07, 2014, 03:07:00 pm »
So today, my friends and I discussed the possibility of altering the code of Pokérus in a game so that, when transferred to a foreign game, rather than doing what it normally does, it would instead cause harmful effects.

One idea discussed was that the 'Pokérus' (really a totally different program under the same name) could trigger a flag that would automatically press the buttons required (Up+select+B -> Up -> A) to erase the save file at the start screen once someone turned on their game after a certain period - we agreed on 48 hours.  :P

So such a 'virus' would have the best launch pad imaginable via the Wonder Trade and would have an adequate dissemination period for 'infecting' further games.

We acknowledged that it would be impractical to find a way to get games other than your own to accept the code you gave to your new Pokérus program. But I was curious: in reality, how far could such a project go? Could there really be such potential for the mass destruction of Pokémon games in such a way?

Notwithstanding the illegality of a similar endeavour, what's the worst you really could hack a Pokérus-like concept to do to others' games?
Pokémon Discussion / Conquering the trading system (X/Y)
« on: May 04, 2014, 04:16:23 pm »
Right now, I feel like sharing my paperclip-trade style of Pokemon trading with you.  ;)

Since Christmas when I got Y, I haven't migrated or cloned anything. Nevertheless, I have obtained 60+ shinies, ~55 events and a full living dex from scratch.

I have invested way too much time in this scheme (nearly 500 hours total, probably started hardcore trading about 70 hours in), but it's fairly simple and consistently effective. You most definitely will not have to input anywhere near that amount of time.

Here goes.

1: Get Kricketot.

Kricketot is probably the godliest thing you can put on the GTS. I can guarantee you that if you hatch a Kricketot and put it up there, you will get Latios, Latias, Kyogre, Kyurem, Regice, whatever legendary you want. No joke. If you have Balm Mushrooms in bulk, those help, but they're not a necessity.

Kricketot is not found in Gen VI. In Gen V, it is obtained only by breeding a Kricketune. (And come on now, no-one did that.) As a result, Kricketots are disproportionately valued to a hilarious degree - perhaps by Pokedex collectors most of all. Breed boxes of these and you will profit.  8)

On average, it takes about 8 hours for someone to take up your Kricketot. It can be quicker if you ask for something lesser such as Azelf. On weekends, more people view your stuff also.

Put in a friendly message as you stick up the Kricketot if you like - it might loosen people up into giving away their once-off legends for something they know you just hatched and farmed.

Personally, I've never put one up for Xerneas or Yveltal. These are very commonly asked for when people put up Kricketots. However, I do know that if you take two minutes to raise it up to Lv.10 for a Kricketune, you will almost certainly get your Xerneas/Yveltal.  ;)

2: Hunt on the GTS.

This is the hardest step. You may be content with your pile of legendaries, but if you want to take it further, here's how. Simply look through all the Pokemon of which you would like a shiny form. You want a shiny Honedge? No harm in looking. Eventually, you will definitely come across some naive fool offering up their rarest stuff for mere Xerneases, Ho-Ohs and such - which it only took you a Kricketot to get!.  ::)

This could take 5 minutes, 10 minutes, an hour, who knows. But be patient with the GTS. You will be surprised at the amount of people who couldn't care for shinies and would prefer to own the Pokemon they see on the box. You can get really cool stuff this way - so far my best was a shiny Heatran offered up for my Xerneas. You may get hacks; but you have lost only a Kricketot to get it.

Make sure to look only at the first 5 Pokemon or so in each species. Any further than that are the ones that haven't been traded for. Shinies can go quick, but to be honest, it's rare that someone will get in ahead of you to snatch it if you find the shiny as the first one listed.

Make sure to use the blue arrow icon on the bottom of the screen to quickly navigate through your boxes when swiping your shinies.

If this sounds tedious, I can assure you that it is nothing to the monotony of chain fishing, Masuda hatching or soft resetting.

3: Shinies for events.

Depending on your outlook, you may prefer to own shinies rather than events. Personally, I disagree. Scan through the list of people wanting to trade from time to time. Sometimes you will have what they want.

This really comes down to the person you trade with, so hunt your prey well. If they really want a particular shiny and they're bored or otherwise unimpressed with their event, they will eagerly hand it over. If you have a wide range of shinies, feel free to flaunt it! Advertise it in your profile. ("FT:20+ shinies!:D) etc.

Always trade up. Trading your shiny Kecleon for a shiny Metagross is a no-brainer. Certain events are not worth trading for, such as the Bank Celebi. But really, knowing what people want more is common sense based. One thing that can really skew people in favour of a shiny is its level. Training your shinies can make them appear more valuable to your trade partner, even if it's just a lame Beedrill or something.

If you do not use voice chat, it is important to have a wide range of messages. Nickname some Pokemon "No thanks", "Yes please", "Any shinies?" and so on to keep trading flowing nicely.

If I think of any other tips to help, I'll make sure to add them in here. But with just the information here, I think you can accumulate a decent collection. Good luck to all who give this a shot!  ;)

Pokémon Discussion / GTS notifications
« on: March 22, 2014, 01:32:14 pm »
It's a pain to have to check in from time to time on my Pokémon to see if it's been traded or not. I seem to recall there being a way of being alerted via email when the trade is completed.

However, I don't check my email very often, so I was wondering if:

1) It is actually possible to receive email alerts in this way;
2) It is possible to receive a text message notifying me of this email alert.

That would be perfect for me and save a lot of effort checking in with the GTS all the time.
Pokémon Discussion / Pokémon Center theme
« on: March 05, 2014, 03:59:44 pm »
So I've always wanted to play a Pokémon Center theme on piano, and the theme from GSC is my favourite rendition.

I've listened to it over and over by the piano in order to play it by ear, but all I've gotten so far is the melody. The accompaniment is difficult to pinpoint, and I haven't been able to find any sheet music that matches the music exactly how it's played in GSC.

Forgive my lack of technical expertise if you will, but I was wondering if it would be possible somehow to separate the melody from the accompaniment using hacking commands or some similar tools. If I were able to hear the accompaniment on its own, I would have no problem playing that by ear and completing the piece.  :)
I'm on a two-week break from exams and real-life stuff, so I've recently taken up an interest in the Gamecube titles again. I've posted this on the Prof. Glitch temporary forums before, but maybe here there might be someone with more insight into the glitch.

It is quite an old and under-appreciated title, so I can understand why knowledge on this event would be scarce. But I have nothing better to do, and I would love nothing better in my glitching career than to get to the bottom of this mystery!  ;D


The glitch is a very odd one. It has been documented three times on YouTube, as well as being confirmed by several other YouTube members, so it is certain to be an observable phenomenon. However, close to nothing is known about how and why the glitch occurs.

The glitch takes place in a room in Citadark Isle where floating robotic platforms carry the player along. The platforms in this room normally move vertically so to transport the player to higher and lower levels of the room.

However, upon defeating a trainer named Cipher Peon Gromlet, they appear to sometimes glitch up and flash violently. A platform also appears below the player's feet, moving with him as he walks. Exiting the room cancels the glitch.

In addition, when the player walks around the room, the game may transport him automatically to various platforms. He may then walk over air, and in certain parts of the room, he may save in mid-air - and possibly explore areas outside the map!

I know that it may be difficult to visualise my description, so here are some videos of the glitch in action:

Luckily, the third video in particular is an extract from a "Let's play" of Pokemon XD. What this means is that we are able to analyse what the player did before triggering the glitch. Here is that video:

If anyone here knows anything extra about this glitch, or about the platforms in general (i.e. how they work, what might interfere with their normal function etc.), I frankly could not begin to express my gratitude.  :P
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