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Topics - Princess Torchic ❤

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Generation II Glitch Discussion / Useful Dex modes thread
« on: April 14, 2018, 01:44:20 pm »

Dex mode 0x0B (map corruption):

Arbitrary code execution Dex modes: (pointers A000-FDFF)

*0x56: Pressing A on mode selection screen (from Select) multiple times may corrupt graphics on screen each time until a Glitch Dimension.
*0x73 seems to play Machoke's cry, however for some reason it doesn't allow for Coin Case glitch, possibly the lack of inc sp at the cry data.
*0xD8 brings up a corrupted dex listing screen and corrupts character 4 of your name with the 0x46 character. Not sure if this can vary. Has some use if you want to get boosted experience from your Pokémon.
*0xFE brings up the search screen instead of the listing which I feel is aesthetically nice. If you press Select you can press A to change the colour of the screen every time. Really fun.


*0x73: Does not cause arbitrary code so is safer than Gold/Silver's Dex mode 0x0B. If you press Select to bring up the mode selection screen and exit out with B you can corrupt certain maps including the train station. By saving and resetting you can get to Saffron City with two badges, but haven't found a way to get to the Pokémon League with this. May change dex mode to 0xE6 so you might have to change it back through the expanded Balls pocket after every use.

Arbitrary code execution Dex modes:  (pointers A000-FDFF)
There is a YouTube video by Shadrio uploaded on April 29, 2006 where apparently without any cheats they found a Trainer with a Bad Egg while using the Vs. Seeker.

Two of the only clues regarding how they might have done it are that apparently the opposing Trainer had one Pokémon less than normal and his first Pokémon was meant to be a Machoke.

(According to Bulbapedia), as you can find Machoke Trainers in Kindle Road and Ruin Valley, it may be a good idea to use the Vs. Seeker on Trainers there and we never know there could be a way to replicate the glitch.

Another clue is the battle background. Though blurry, it looks like it might be in the sand (e.g. on a beach or in the desert). This could potentially rule out some of the Machoke Trainers.

Generation IV Glitch Discussion / Arena Trap flee glitch (Platinum)
« on: April 13, 2018, 03:09:58 pm »
From Bulbapedia:

If the player is in a wild Double Battle (which, at the time, was only possible when travelling with one of the Stat Trainers) and one of the wild Pokémon has or gains Arena Trap and then faints, the Ability still takes effect, preventing fleeing from the remaining Pokémon, displaying the message "The wild Bad Egg prevents escape with Arena Trap!"

Does anyone know how this is actually possible?

From the relevant articles for Eterna Forest, Iron Island, Stark Mountain, Wayward Cave, Victory Road I couldn't find any wild Pokémon with the ability (which is unlucky as if Magneton with Magnet Pull was available on Iron Island for instance that might suffice).

So I thought about whether you could Skill Swap Arena Trap or Magnet Pull. Possibly not because Trapinch, Wynaut, Wobbuffet, Magnemite, Magneton, Diglett, Dugtrio can't learn that move or Metronome in Generation IV.

Because none of the partner Trainer's Pokémon have that ability or Skill Swap/Role Play either it's been making me wonder how you could do this?

Perhaps it could be done with a Rage glitch Pokémon.
This may be an alternative to the expanded party corruption. It may not work in Silver because TM47 does not have the same effect in Silver.

I'm not sure whether TM47 requires a non-fainted Pokémon rather than just one Pokémon, but if you can use it with fainted Pokémon that may be good so that you can win every encounter.

Method 1:

1. With TM47 you can skip the Goldenrod City train station NPC and go to Saffron City
2. Possibly avoid Snorlax with TM47 to enter Diglett's Cave and then Route 2
3. Use TM47 to bypass cut tree?
4. Use TM47 or dex mode 0x0B to bypass Mt. Silver guard
5. Use dex mode 0x0B in Victory Road cave
6. Beat Elite Four

Method 2:

1. Use TM47 to place yourself in the water east of New Bark Town and then save and reset to access more of route 27/26 (due to automatic Surfing)
2. Either use TM47 to bypass Tohjo Falls or use dex mode 0x0B in the cave
3. Use dex mode 0x0B in Victory Road cave
6. Beat Elite Four

TM47 information:

Dex mode 0x0B:
Dex mode 0x0B will execute C94C in RAM when opened. If there is an ideal memory address to ret this out you can press Select to access the mode's description, which corrupts a lot of RAM including overworld tiles. This corruption allows you to corrupt caves with walkable tiles, so you can use it in Victory Road.

However, the last dex mode will be replaced with 0xFF afterwards as will various data at C94C, meaning you'd have to both save and reset and place another item in the expanded items pack in your next session. Hopefully you can have C94C+ ret out as before.

There is probably a way to put this to use, but I imagine it will take some effort to put together a route.

Instead of dex mode 0x0B there may be another RAM corrupting mode or mode description, will update this post if I find one.
Generation IV Glitch Discussion / Mystery Zone lyrics
« on: April 13, 2018, 08:10:36 am »
I wrote some lyrics for the unused Route 206 variation found in Mystery Zone.

Welcome to the Mystery Zone!
It's a place every hacker calls home.
Tweaking through the void, it gives me much joy.
But avoid the Black Screen of Death!

Glorious Mystery Zone.
Worthy of calling my home.
It's strange, that cycling through eternal darkness is so fun!

(Tweaking like no tomorrow..)

Welcome to the Mystery Zone!
A place that every hacker calls home.

When you've got nothing to do,
Loadlines will give you a clue.
Gotta go, and explore that void!

Wonders of Mystery Zone.
Exploring fake Sinnoh,
It's fun, when you're breaking the game every day!
Much to Game Freak's dismay...

????? (00) surprisingly can break out of a Master Ball if you throw a Master Ball at it.

I was wondering whether anyone knows why this occurs?

This isn't to be confused with the low or 1/256 Master Ball miss on other Pokémon which is false.

You can test this with the following GameShark codes:

Pokémon Gold and Silver:

0101FDD5 - Have Master Ball in Balls pocket
0163FED5  - x255

0100EDD0 - Wild Pokémon is ????? (00)
010042D0 - Prevent in Link Battle glitch

Pokémon Crystal:

0101D8D8 - Have Master Ball in Balls pocket
01FFD9D8 - x255

010004D2 - Wild Pokémon is ????? (00)
I found this on a 2ch discussion thread about Pokémon glitches

Basically somebody found one of my videos
( and applied it to Japanese Yellow.






What the post is saying basically is if you catch ギ▼アゴ (0xC2) (possible with Trainer escape glitch and a Special stat of 194) and do not have Rapidash set as seen in the Pokédex, its Pokédex entry will appear. Its category will be based on the second character of Pokémon 17 in the Pokémon storage system (beginning at DEC5) and the data that follows.

This is what you get for the quoted example.

裏技   【うらわざ】 means "secret trick" but is actually a cultural phrase. In this case ギ▼アゴ is now the 'secret trick' Pokémon and has the word "バグ" (bug as in a software bug) in the main text of its Pokédex entry.

According to my research for ₽ (hex:F9) in English Yellow, the source is F403 (copy of D403) and using the 08 text command character five bytes after the category name's first 0x50 byte could execute arbitrary code.

However, I don't know if the poster was ever able to execute arbitrary code, and placing the 08 five bytes after the category name's 0x50 for ギ▼アゴ doesn't want to work for me for some reason (in fact the main entry text box text occupies this region but it ignored the text command character).

I tested this in v1.0 so there is a chance it could work differently in v1.1, v1.2 or v1.3. However the 2ch poster said it works on Virtual Console Yellow which could be v1.1+(?)
Wiki Discussion / DecDex data bot (ambitious idea but might work?)
« on: March 30, 2018, 08:08:39 am »
Would it be viable for us to extract Decamark data from the ROM and use a bot to import this data on to the wiki?

There are certain things that may be suitable for the bot, like the Decamark's base stats and starting moves, level-up moves.

Other things such as whether the Decamark freezes may be harder. However it may be better to have the incomplete data there than none at all?

If I remember rightly Koolboyman actually worked on a tool that extracted the data (and we already have Wack0's modified version of a tool for looking up Pokémon data in the ROM to look up Decamark data instead; Gen3ES was it?) however not sure if we still have the data on the Internet available in text form anymore.

Documenting so many Decamarks and/or glitch Pokémon as well may take up a lot of storage on the server (you have Ruby, FireRed, Emerald which is ((65536-386)*3)) glitch Pokémon).

Generation II Glitch Discussion / Map 0xDA00 (English Gold/Silver)
« on: March 24, 2018, 06:28:34 am »
This is another nice non-freezing glitch map in English Gold/Silver.

By sheer coincidence as well, you may be placed on tile above a Surf tile when you get there. You can use a rod in this spot and encounter Pokémon over Level 200 (Umbreon and Hypno), Bulbasaur, ????? and possibly more Pokémon as well.

To access this glitch map, go to Cherrygrove City Pokémon Center (important, other Pokémon Centers can freeze) and enter GameShark codes 01DA00DA, 010001DA. Go up and down the stairs. You may be placed in the glitch map.

Now face the tile one tile below you and use a rod to get Pokémon.

I haven't explored this area with walk through walls yet though, which might be interesting.

This is like a map hibiki ganaha found with wild Celebi.

The map plays the Vermilion City music and is at a glitched location in Kanto on Pokégear map.


More finds!

Good Rod:
Jigglypuff, Corsola, Staryu

Old Rod:
????? (FF), Ho-Oh, Jolteon

Also try saving and resetting. I've had different effects happen depending on where you were standing including non-freezes.
Generation II Glitch Discussion / Tile 0x3E bump noise glitch
« on: March 23, 2018, 04:51:16 pm »
Is anybody able to replicate this?


Quote from: Pokémon Crystal disassembly
No bump noise if standing on tile $3E
This is a bug with DoPlayerMovement.CheckWarp in engine/player_movement.asm:

; Bug: Since no case is made for STANDING here, it will check
; [.edgewarps + $ff]. This resolves to $3e at $8035a.
; This causes wd041 to be nonzero when standing on tile $3e,
; making bumps silent.

   ld a, [wWalkingDirection]
   ; cp STANDING
   ; jr z, .not_warp
   ld e, a
   ld d, 0
   ld hl, .EdgeWarps
   add hl, de
   ld a, [wPlayerStandingTile]
   cp [hl]
   jr nz, .not_warp

   ld a, 1
   ld [wd041], a
   ld a, [wWalkingDirection]
   ; This is in the wrong place.
   jr z, .not_warp

I don't quite know how to replicate this bug and what type of tile or event the page is referring to here.
(Is it to do with things like exit mat warps?)

However the 0x3E sub-tile varies between tilesets and can easily be found with BGB.


When I lock D041 to 01 the bump sound for touching a wall still persists. Setting a breakpoint to D041 on read confirms it is read while touching a wall or using a warp though.

I tried bumping into a wall while I was standing on a tree (which contains the 0x3E sub-tile on the bottom-right) but with no luck unfortunately, the 'bump' noise still occurred.

I wonder if 'tile' could be referring to objects that consist of the 'sub-tiles' in a 2x2 pattern like the sub-tiles on the VRAM viewer in the image above, but haven't been able to test if you can manipulate those. I imagine though that these may be arranged in blocks, as was the case in Generation I.

This glitch block top-left edited in is the first block, the tall grass block the second block, the greenery the third block, greenery on the left and bushes on the right the fourth block and so on.

Generation II Glitch Discussion / Custom maps?
« on: March 23, 2018, 02:32:56 pm »
I was wondering whether this was possible yesterday.

With the Generation II location digits covering 65536 maps (two bytes), could it possible that at least one of these maps take their data from RAM?

Also the first digit for the map as well is apparently the bank. I don't know the Game Boy well enough or have tested anything to assert this, but could out of bounds banks represent RAM?

You can access glitch maps with 01xx00DA, 01xx01DA (requires being in a Pokémon Center going up the floor and back down) or 01xx44D0, 01xx45D0 (walk through a door) (Gold/Silver) or 01xxB5DC 01xxB6DC (Pokémon Center floor requirement) (Crystal).

Would be cool if we could have our own town to go to without having to modify an existing one. :)
SatoMew found this and shared it with me on Discord. It works in both English Gold and English Crystal and likely most if not all other versions (I think SatoMew may have researched it for one of the Japanese versions first but I'm not entirely sure). Today I decided to research it a little. Note you need the Pokégear map from the guide in Cherrygrove City before doing this.

What you need to do to 100% replicate this glitch is to be in a Johto location and then warp to Pallet Town, prior to having visited Kanto before.

This can be done with either the GameShark codes 010D00DA and 010201DA (Gold/Silver) or 010DB5DC 010DB6DC (Crystal) or arbitrary code execution. To use these codes, activate them in a Pokémon Center, then go up to the second floor and back down again. You should warp to Pallet Town.

Next you need to go to the Pokégear map and scroll down from Pallet Town (from now on you must scroll down, if you scroll up you may not be able to access all the available locations from this glitch). If done correctly the game should erroneously give Johto locations while the map is still in Kanto. If you go down further you should encounter glitch locations.

Many of these glitch locations take their name from VRAM (and are presumably subject to VRAM inaccessibility hence the many 9s in their name). However, if I remember rightly two of these glitch locations were taken from Echo RAM. The only one I remember though is sourced from E88E (Echo RAM for C88E).

The contents of this address can be modified with arbitrary code execution (without the need of OAM DMA hijacking to lock it) so you can create cool screens such as this (Cloud City was the subject of a Pokégod rumour in the past):

An E88E location is also available for the Crystal selection of locations and glitch locations.


Map 21FF (DA00=21, DA01=FF) in Gold and Silver is a non-freezing glitch map.

I don't know what controls its Pokégear location, however this time it was set to SPECIAL and scrolling down would also eventually bring up the E88E location.

So perhaps you don't need to have accessed Kanto earlier than you're supposed to (although more research is needed regarding whether that is a requirement at all).

Edit: A video :)
This may not be significant but wanted to note it, just in case.

Several months ago I did another playthrough of Pokémon White 2, and noticed after the Plasma Frigate event (the one with the puzzles where you confront Colress), after defeating Zinzolin in the Double Battle that the game would take you out without healing your party Pokémon.

If this battle was a tie (using Selfdestruct/Explosion) could you end up with all fainted Pokémon? It's unlikely, but would be interesting if it did and could open up something bigger.

Video of this point (not mine but from Lueroi)
Has anyone else thought of this idea?

Basically in the Generation I game you take a hybrid glitch Pokémon of a real Pokémon, and assign its nickname to that Pokémon, then use Poké Transporter to get it in Generation VII as if you brought over a glitch Pokémon into Generation VII.

You could try for example, a Nidorino named ァ / g J 1.

You could also possibly try this with Pokémon like a Kangaskhan named 'M evolved from 'M (00). Sadly the nickname may go away from this method and illegal moves are blocked, but you could still use another glitch or hacking to get those names.
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