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Messages - GlitchedPokemonStudent

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Something I want to show off ChickasaurusGL (A.K.A. Evie Torchic the Glitch Scientist) one crucial thing they didn't point out in the "MissingNo." from all official Generation I versions" video.

So, I decided to try and find out the front sprite crashers in Japanese Red/Green. Missingno. being first on my list. I don't know if this ROM I got that has that translation that reminds me of the Pokemon Google and Bing Translation videos made the result different, but it did freeze like usual without locking the sound banks values just for confirmation.

But then this happened when I did lock the values. It does the "Glitch Pokemon Zoroark-ed/Illusion-ed Glitch Trainer" effect that I like to call it. Just like 4 4, Japanese Yellow Missingno, and the #205 Family in English Red/Blue. I wanted to point this out because it wasn't listed in the pictures. However, I'm not sure if the ROM I used was v1.0 or v1.1, if there is a difference.

Will you mind putting that in the description?
Alright, I inserted the values into $DF00 and the DMA hijacking into $FF80. Both $C3 and $CD both seem correct. The results, I expected better, especially that it almost worked for #205 and #211 family Pokemon when sent out from a trainer battle, it showed the corruption with 9s once and a few others, but the sprite didn't show up. For #205 family encountered in the wild, nothing happened. It worked perfectly for #224, #245, and #255, except the sprite have solid black tiles for all those three, even the $F5 one. I don't know if I got accurate results, but I think I am on the right track. I will have to test it for $F5's back sprite later.
After I watched the "Elite Six/Five Glitch Masters" video/s several times out of boredom, it got me into thinking of ideas for "Gym Leader Ultimas." but in a team with a specific type. I can think one for Misty:
Misty Ultima Gym Leader Edition: (R/B/Y)
Level 205 Dewgong
Level 205 Seadra
Level 205 Golduck
Level 205 LM 4: $C6 (Red and Blue) or P ID: $DF (Yellow)
Level 205 Lapras
Level 205 Starmie

However, I'm not sure how you can control rosters in a way that you can make in an ACE or in memory editor. I know it's possible for Glitch Trainer $FC, but what about for regular trainers? I can't seem to find the location on where it controls the loadouts, even through Google searching.
Sound banks seem as (un)reliable in R/B as in Yellow. If they seem less vulnerable, the reason is unrelated.

I'm sorry, I should've been more clearer. What I meant was that it's instantaneous in Red/Blue, while in Yellow, it crashes at some point when a sound effect will play with an invalid sound bank value. But It only takes a rare miracle to encounter #205 or #211 family glitch Pokemon without crashing. But since it varies so much, heavily than ♀ . to an extent, that there isn't really official sprite for it. But those revealed sprites that crash the game, I don't know if that will be allowed to be put into the wiki since the mystery for what it looks like has solved.

Code: [Select]
CD 25 DF
28 05
3E 00
EA 09 DF

FA F0 C0
CD 25 DF
28 05
3E 00
EA F0 C0
EA 09 DF

0E 46
3E C1

FE 02
FE 08

I tried this the other day into the BGB memory editor and it did nothing. That's what values I put in $DF00 if the spaces were right. My save file is unfortunately only at the point of Cerulean City after I beaten Misty, so I can't currently obtain 8F yet and I want to maintain Mew at Level 1 and instant level it to 100, but I can't seem to find an Abra to do the "Long Range Trainer" glitch the route below it, even with fast forward on. Then I fight that Youngster trainer that is after Nugget Bridge to get the Special Stat for Mew. I don't want to borrow other people's save files. That's what I was thinking back then, but they will reply "Do it on your own save file" or something like that.

I do have a few questions though. When did this OAM DMA hijacking idea get discovered? Was it not used during glitch Pokemon research merits especially in Red/Blue? I feel that some correction has to be involved regarding towards the previously unrevealed information of those glitch Pokemon. Not that I'm forcing here, but I can't find a good way to take a picture of these sprites and how acceptable will it be. Another question that still boggles me. Why is that the glitch Pokemon $F3 in Red/Blue which is a hybrid of Raichu, has the only Pokedex entry that actually crashes the game which is after the "Pokemon was caught" jingle? This is one of the instances that the cause of the crash was not an invalid sound bank. BGB "illegal/unknown opcode" errors almost always occur. But it's vague on where the error is, so what could possibly be the cause of that? Finally, is there something I'm doing wrong with the code you mentioned? I did exactly how it's arranged in the code table, but it didn't work. That's why I gotten so puzzled.
So, what am I suppose to do with the code exactly?  :-\ I'm a bit confused on how I should put in the memory debugger.
First off, some story.
So, the other day, I was observing Hex C1 (ゥ) and try to figure out why it crashes the game and then something happened which it happened to be caught on video!
I was thinking if that's really the cause of the crash which was a solution, or was it a coincidence? The next day afterwards, I tried that possible solution again, and surely enough, it worked without crashing!
So, the solution was this that I remembered from the 4 4 true cry follow-up video. Thanks TheZZAZZGlitch!
"Freezing the sound bank values: C0EF and C0F0"
So the true main cause of the crashing is the sprites corrupting the sound bank to invalid values around 99% of a time for Pokemon with Pokedex #205 and #211, while it's 100% or constant for Pokemon with Pokedex #224 ($ED and $EF), #245 ($E2, $E5, and $E8) and #255 ($F5).

Sound bank crashes seem more vulnerable in Red/Blue than Yellow. Yellow Missingno. crashes for a different reason more than just a sound bank corruption. But I can't say that for sure.

Finally, here are the revealed front sprites and $F5's backsprite! This was done on BGB.

The #224, #245, and #255 family glitch pokemon behaves like 4 4 in Yellow, however it will crash the time it appears with lines or does the cry from that particular glitch Pokemon it is sent out and just freezes. There seem to be 6 of these in Red/Blue, while it's 4 in Yellow. 3 if you don't count the purple glitch screen one. ($E9)

The #205 and #211 sprites however, differ so much that it's depended on timing if save states are done. When it's encountered in a wild, it appears as a trainer instead. This was proven in the video as well with $C1. It's pretty much impossible to get an accurate picture from it. Although, the differ doesn't occur in VBA, but that's to be expected on a non-accarute emulator. Possibly due how it does the corruption, when those sprites finally appear, most of the time it likes to cause the low-pitched channel of Hitmonchan's cry over its usual one, but sometimes it will play the usual cry afterwards anyway.

Finally, $F5's backsprite is constant, but it always messes up the current music which likely touched the sound bank values as well. The short glitch music before it finally comes out is always the same with sometimes a different start though.

And there you have it. I don't know how useful this information will be, but I'm glad I figured it out and solved my objective. However, I don't think there's a way with glitches to freeze addresses like that in-game. I don't think 8F can perform an action that makes the values stay fixed, but I could be wrong.

Thank you.
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