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11
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« Last post by Parzival on April 24, 2019, 03:06:04 pm »
oh s**t my new r4 got here

it's been stuck in china for like 6 months lol


let's see if it works my dudes
12
Arbitrary Code Execution Discussion / Re: Fast sequential RAM writer
« Last post by Sherkel on April 24, 2019, 01:32:19 pm »


Question: Some glitch items can alternate between being key items (no tossing) and regular items. In my video $ ぅ (hex:79) is a key item. Is it possible for it to appear as a regular item in the PC, and if so, how does it work?
I was going by the ItemDex, which (apparently incorrectly) claims that all the items used are tossable. It turns out that the game decides what is a key item by copying a 15 byte bitfield to a 30 byte buffer at CEE9 then reading it, so items with index over 15*8 = 120 = 0x78  have their key item status determined by the previous contents of the buffer. I must have got lucky when I was testing since they were all tossable for me.
That brings up more to reconsider for the ItemDex. Thanks for your contribution again! Do you know offhand if the same applies for Yellow?
13


Question: Some glitch items can alternate between being key items (no tossing) and regular items. In my video $ ぅ (hex:79) is a key item. Is it possible for it to appear as a regular item in the PC, and if so, how does it work?
I was going by the ItemDex, which (apparently incorrectly) claims that all the items used are tossable. It turns out that the game decides what is a key item by copying a 15 byte bitfield to a 30 byte buffer at CEE9 then reading it, so items with index over 15*8 = 120 = 0x78  have their key item status determined by the previous contents of the buffer. I must have got lucky when I was testing since they were all tossable for me.

Thanks for the explanation! ^^ Yes, I was able to get the items to be tossable again later. I always wondered about this, and seem to have a very vague memory of a speedrunner doing actions to make them tossable again. I'm sorry about the fallacy in the ItemDex for those pages. ✿
14
Arbitrary Code Execution Discussion / Re: Fast sequential RAM writer
« Last post by jfb1337 on April 24, 2019, 09:20:25 am »


Question: Some glitch items can alternate between being key items (no tossing) and regular items. In my video $ ぅ (hex:79) is a key item. Is it possible for it to appear as a regular item in the PC, and if so, how does it work?
I was going by the ItemDex, which (apparently incorrectly) claims that all the items used are tossable. It turns out that the game decides what is a key item by copying a 15 byte bitfield to a 30 byte buffer at CEE9 then reading it, so items with index over 15*8 = 120 = 0x78  have their key item status determined by the previous contents of the buffer. I must have got lucky when I was testing since they were all tossable for me.
15
There is something about the four Japanese Yellow revisions in relation to some code and/or data before F8000 (bank 0x3E), which was removed in the rev 3 release. What is this data? ✿

https://imgur.com/a/64ycCWu

Edit: I looked into some of it, most at least is definitely used but may have been moved around the ROM. Most functions on the Yellow Disassembly are labelled. There are some interesting unused details in the later banks, such as deleted walking Pikachu functions (i.e. there is this one 3F:4FFB DeletedFunction_fcffb and 3F:5AD5 DummyFunction_fdad5. Unfortunately the former is all nops and the latter is a single ret). I remember IIMarckus posted about walking Pikachu mechanics when I made a thread loosely related to it a long time ago..
16
I can't even find anything about the Surfing Pikachu minigame in pokeyellow.

Yeah I relate, they can be hard to find sometimes. :/ In both the English and Japanese versions it's at 3E:4000 :) . It should be labelled SurfingPikachuMinigame (or at least was). Hope this helps if you would like to analyse it ^^. Regarding the Japanese version, a Japanese fan site talked about how the minigame works a long time ago. ✿
17
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« Last post by Parzival on April 24, 2019, 08:46:19 am »
I can't even find anything about the Surfing Pikachu minigame in pokeyellow.
18
Approved Submissions / Re: Wechina - Knuckles' Chaotix
« Last post by Parzival on April 24, 2019, 08:38:07 am »
i'm just looking for wechnia's palette and abilities and sprites.
Abilities: Literally just Tails.
Palette/Sprites: There's a disassembly here, use it.
19
I made a stupid Game Genie code for Japanese Yellow (v1.1, v1.2, v1.3):

40E-6EC-807
71E-6DC-08C
3EE-6BC-19E

As soon as you load the game, the Pikachu's Beach minigame sea background loads, even before the copyright notices but you can't play it. ;_; However, this could be adjusted to beat the game as soon as you turn it on maybe, with some adjustments. :3 ✿
20
This is excellent work!! :D Here's the video of it in action.

Those little mods to the save are nice, by the way!

Thanks Sherkel! ^^ Umm.. literally all I did though was I just made the minor fix to your save file so the RAM writer worked, loaded the save file on Pokémon Red and modified D367 to 00, set all badges and Fly destinations to Fly away from the Pokémon Center Glitch City so I didn't do that much, hehe. I never knew why loading the opposite version can cause a Glitch City, which is worth investigating. :)
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