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Topics - 0ErrorYT

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Zeraora can now be traded to s/m for some reason. The way you do this is wonder trade a Zeraora, and have it be traded to s/m. This means that a glitch Pokemon will now show up in s/m with a glitch move. Verlisify made a vid on it, calling it a missingno though
I found a glitch map in Pokemon sun, using invaild pkhex to set the map to 999, there appears to be nothing, just all blackness. However it shows me in a valid location on the map. I could move, and found parts of valid maps. I found a Pokemon center you can't go in, grass with no encounters, and signs you can't read. This seems a lot like Gen 1 Phantom towns, so I will call this Gen 7 phantom maps.
I'm trying to make something where when RST 38 is executed, the game jumps to a custom message saying something like "Pokemon has encountered a critical error. The game will be shut down to protect your save file." Then a safe game crash. Mostly to help me with ASM and coding in general, but I don't even know where to start, so I need help. I'm hoping to try and patch glitches in The game just for shits and giggles and experience with ASM. Any help is appreciated!

Also, do the contents of 0038 ram address matter?
The error handler in Pokemon black shuts down glitch Pokemon and maps (and moves possibly, can't find a move modifier) Before any glitches can happen. Would it be possible to remove it? I'm sorry if it's a stupid question, I was just curious
So i used Wack0's Invalid pkhex to place invalid Pokemon into the PC. When I opened the PC I got this message:
An error has occurred. Please reset your DS. (or something like that)
The hex of the Pokemon was 777, if it matters. The same message apperad if I injected it into the party. I ended up just deleting all Pokemon from the party, and trying to open it just crashed the game without the message, hinting at a subroutine like this: If Pokemon index > last valid Pokemon, Then display error message and crash game.
I suck at coding though so I'm probably wrong
The Dumpster Out Back / Re: 8F script request
« on: February 13, 2018, 09:12:16 am »
After re-reading your first post, I now understand what you wanted out of this. Sorry!

What you want is a little bit more complicated, as we need to return control to the game. Thankfully, with OAM DMA hijacking, this problem can be resolved, granted with a few extra steps.

First, you'll need to setup you're store PC items like so:

TM50 x59 (hex:3B)
TM09 x61 (hex:3D)
Leaf Stone x13 (hex:0D)
Repel x(# of steps)
Elixer x185 (hex:B9)
Fire Stone x4 (hex:04)
Lemonade x(Pokemon Index)
TM34 x89 (hex:59)
TM08 x62 (hex:3E)
Thunderstone x4 (hex:04)
Awakening x70 (hex:46)
HM03 x162 (hex:A2)
TM01 x[Any qty]

Then, setup an 8f script like so

Any xany
Thunderstone x77 (hex:4D)
TM11 x4 (hex:04)
Awakening x255 (hex:FF)
Repel x128 (hex:80)
Max Ether x14 (hex:0E)
Poké Ball x42 (hex:2A)
Hyper Potion x19 (hex:13)
Ice Heal x32 (hex:20)
TM49 x201 (hex:C9)
TM05 x59 (hex:3B)
TM13 x226 (hex:E2)

Then, use 8f. After walking a certain amount of steps, you should encounter your Pokemon!
I set up all the items and the bootstrap Pokemon, but all it seems to do is turn the Sprite invisible. I checked both ingame and with a save editor, and the items are exactly correct. Am I doing something wrong?
Arbitrary Code Execution Discussion / 8F script request
« on: February 12, 2018, 03:39:41 pm »
I am looking for an 8F script that will allow me to encounter a Pokemon after x amount of steps. I've just started 8F and don't know much about code in general so help would be appreciated. I figure you have to load something into D059 but i don't have a clue on how to do the rest. Also one that disables map connections would be nice. Thanks in advance
Thanks for sharing, though this is already known.

Sally shared this with me on August 30th 2018

Quote from: Sally
Hey Chickasaurus! I have recently come across an oversight in Pokémon Gold that I wanted to share with you.

When the player saves the game through the start menu, changing boxes, Move Pokémon w/o Mail, or link communications, a new save will be initialized if a previous save does not exist, or if one does exist and the trainer ID is different. Initializing a save includes erasing Pokémon box data and placing a terminator ($FF) at the start of each box's list of Pokémon.

There is another way to save the game: by entering the Hall of Fame. The save operations performed there do not check to do initialization if needed, leaving Pokémon box data as is, but still otherwise saves the game which meets the criteria for "initialized". The player will then have access to the existing Pokémon box data since the other operations will no longer erase it.

Here are three ways to exploit this oversight:

1) Pokémon $00

The player can fill cartridge RAM with $00 bytes by pressing up+select+B on the title screen to clear save data. (This is important to do even if no "continue" option is present on the file select screen due to random data possibly existing in cartridge RAM.) After entering the Hall of Fame without saving beforehand, the player will have Pokémon boxes of entirely $00 bytes, notably missing the $FF byte initialization is supposed to place in the Pokémon list.

Inserting a Pokémon into a box using Move Pokémon w/o Mail will shift the Pokémon list by 1 until it reaches an $FF byte. Here an $FF byte doesn't exist until the end of the Hall of Fame data which is just after Pokémon box data, shifting the entire box by 1 before writing the Pokémon data.

Upon inserting a second Pokémon into an uninitialized box, the first Pokémon that was inserted will have a $00 byte shifted into species. It can be withdrawn from the PC then deposited to and withdrawn from the Pokémon Day Care to update its entry in the Pokémon list to $00 as well. A $00 byte in the Pokémon list leads to glitches such as the Celebi trick.

2) Duplicate key items

The above Pokémon $00 setup with a Togepi as the first Pokémon inserted into the box will have a SquirtBottle shifted onto its held item. A held key item leads to glitches such as the expanded items pack. If the player entered the Hall of Fame without using glitches or cheats, both a Togepi (egg) and SquirtBottle will be available for this setup.

3) Previous Pokémon

Clearing save data is only required when no terminator is desired and can be skipped to instead allow the player to access Pokémon box data from the existing save. This can be done to obtain multiple exclusive Pokémon such as starter Pokémon or to reunite with the player's team from the previous playthrough, but still requires the Hall of Fame to be entered without saving since a new game was selected.

Some notes:

All of my testing was done on the English version of Pokémon Gold. Everything should work on the English version of Pokémon Silver, I do not know if anything will work on other language releases, and everything does not work in the English version of Pokémon Crystal. Pokémon Crystal added code to the Hall of Fame save that initializes the save data if it was not previously erased.

For quick testing, the memory addresses $D9F6 and $D9F7 represent the backup map group and number, which are used for the return location of generic maps. Going to the second floor of a Pokémon Center and editing the values to $10 and $08 respectively will cause returning to the first floor to instead take you to the Hall of Fame.

I really love natural glitches like this (just enter the Hall of Fame without saving!) so let me know if you have any questions.

Thanks! ~Sally

But it's interesting this email was also sent on August last year.
This makes me unsure whether Sally found it or forgot to attribute gifvex, or by coincidence they both found it.
August 2018? Also this seems cool
If so, it would be cool to trade glitch Pokemon and glitch move Pokemon from gen 1 to gen 2. I don't care if it's ACE or memory editing or patching the ROM, I just think it would be cool
10 shows the GS codes used and the glitch in action. Also, it appears to corrupt maps slightly even after a reset (Although it went away after viewing a slot machine) Why does this odd 7 symbol do this?
As seen in my video
Pokemon Sun And Moon Glitch Pokemon 1006
I was able to send invalid Pokemon into battle as well as hatch a 1006 egg using Citra. It appears to be an emulation quirk but I found it interesting nonetheless
The Dumpster Out Back / Re: Gen VII invalid Pokémon / etc research
« on: January 06, 2018, 07:40:49 pm »
Good news- my GPU came! I can now research glitch Pokemon! Im using Citra because i don't want my 2DS to get banned for CFW. Here is my first entry!
1006: Appears as shiny Bulbasaur. I try putting in daycare with a Ditto and get an egg! It immediately hatches into an Eevee with no name, which becomes a shiny Bulbasaur after hatching. Viewing it in the stats screen shows it with the name Eevee, and all blank stats. I hatched another and it appeared as a Beedrill in the stats screen, but it turned back into another shiny Bulbasaur. It actually worked in battle, but did nothing noteworthy.
Console verification needed.
I can get videos up in a few days
The Dumpster Out Back / Re: Invalid pokemon "True stats"?
« on: December 27, 2017, 10:29:10 pm »
I messed up the link, sorry buT the title is USING GEN 6 MISSINGNO
Generation VI Glitch Discussion / Invalid pokemon "True stats"?
« on: December 26, 2017, 01:14:36 pm »
So, i found this videocalled USING GEN 6 MISSINGNO (lol) It's kinda cringy but the odd stats/name on the invalid Pokemon make me wonder if invalid PKHeX is giving the Pokemon wrong stats. He also states that these Pokemon were obtained by forcing a bad EGG to hatch, which hints toward corruption of some sort. Does anyone have any insights about this? 
The Dumpster Out Back / Re: Non-valid source glitch maps documentation
« on: December 13, 2017, 08:53:52 pm »
Map 00:00 is very interesting, restarts, but the whole screen is blue. The cool thing is, the game is playable in this state, but you can't see anything.
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