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11
Video Game Glitches Discussion / Re: The Debug Mode Topic
« Last post by bwill11 on July 20, 2019, 09:14:39 am »
Don't forget the two debug menus in Earthbound.
What do you mean two? :???: There's just that giant one that starts up with the menu that has the Kirby cursor.
There's actually three- the Kirby cursor menu, one that appears in the overworld in a normal textbox, and one that appears in a fight
12
Multimedia Discussion / Re: What song are you listening to right now?
« Last post by bwill11 on July 20, 2019, 09:07:55 am »
Unpause the Heat by Aethernaut
13
I'm starting to study pokemon blue techniques. In the video I would like to understand what exactly happens in memory after activating the item underflow glitch. Because it positions itself in that specific spot for slowpoke combat
https://www.youtube.com/watch?v=8dyE0XWNylA

It works something like this.

The cause called "dry underflow" exploits an obscure mechanic that allows item quantities to merge to become one stack if they are the same base item (e.g. two Ultra Ball stacks), as well as
a x255 stack's ability to reduce the number of items by both reducing the number of items in the bag and copying itself after tossing directly above it - which works because Cancel buttons are 0xFF (dec:255), so the game must only move items above that if you tossed all of a stack.

We first toss above x255 to obtain three x255 items at the top with a registered item count of 1. Although the item count is 1, the second item can still be selected (just not possible to use as a Cancel would be). Tossing 253 of the top item leaves us with x2. Swapping the x2 stack with the x255 stack below 'merges' the two, converting the top into x1 and making the item count x0. Repeating this (leaving us with the remainding third x255) due to item count being a standard one byte value underflows x0 by subtracting 1, resulting in an item count of x255.

With the item count of x255, items beyond slot 20 can be selected, and items 1 through 20 occupy memory addresses D31E-D345 (see Game Boy memory structure. Now, items 21 and their quantities will be loaded and upon modification saved as extrapolations of D345; so item 21 is D346, item 21 quantity is D347 and so on - allowing us to have control over unrelated RAM such as your rival's name, the exit map and much more. The memory addresses can be analysed here: https://github.com/pret/pokered/blob/master/wram.asm with corresponding items and quantities here  https://glitchcity.info/wiki/Expanded_bag_item_documentation_(Generation_I) but for elaborate explanations of specific tricks an understanding of how they work is needed; for instance D35F-D360 is a pointer for the top-left tile block of a map. Note that apparently due to an arithmetic error in the engine, items 129-255 are a copy of items 1-128. Additionally if using Yellow you'll have to interpret all of the Red/Blue expanded items pack addresses by -1.

Hope this helps with your questions. :)
14
See the title. As far as I know it still isn't on the wiki.
15
General Discussion / Re: Really bad jokes
« Last post by Princess Torchic Owl Lover ☽ ❤ on July 19, 2019, 02:08:39 pm »
During my Pokemon Blue ES glitch Pokemon investigations that most of the people on this website know about at this point due to the number of miscellaneous posts I've made about things i've found during it, I've usually nicknamed the glitchmons that have annoying names by their hexadecimal index number. However, I named my ÙEnem. ゥ♀úÍ  "CaptFalcon" because it's number f zero.

I love F-Zero

CAPTAIN FALCON!!

FALCON PUNCH!!!!11111111

RAAAAAAAGH


So like every time Captain Falcon says Falcon Punch in Smash Bros. and Falco is there, Falco punches.
16
General Discussion / Re: Really bad jokes
« Last post by bwill11 on July 19, 2019, 02:02:07 pm »
During my Pokemon Blue ES glitch Pokemon investigations that most of the people on this website know about at this point due to the number of miscellaneous posts I've made about things i've found during it, I've usually nicknamed the glitchmons that have annoying names by their hexadecimal index number. However, I named my ÙEnem. ゥ♀úÍ  "CaptFalcon" because it's number f zero.
17
Generation I Glitch Discussion / Re: mew glitch + item underflow
« Last post by davidenettuno on July 18, 2019, 03:55:18 pm »
thank you for the help
18
Generation I Glitch Discussion / Re: mew glitch + item underflow
« Last post by Sherkel on July 18, 2019, 03:13:49 pm »
Shen is using dry underflow in the PC, letting him change bytes at will starting from here: https://github.com/pret/pokered/blob/master/wram.asm#L2637 . A lot of what he does after that is...admittedly beyond me. The basic idea is that it centers around map script pointer manipulation, letting him fight a trainer that has a Slowpoke with the right Special stat to find Mew with the trainer escape glitch without having to actually go to where the trainer is originally located.

Catching all 151 as quickly as possible is pretty complicated and was part of what helped push glitchology to the limits it's reached, and I'm still catching up on a lot of it. The guide here starts with the basics, and the run itself is a matter of combining and executing those in different ways. I'd recommend looking at the links at the beginning of that guide.
19
Generation I Glitch Discussion / Re: mew glitch + item underflow
« Last post by davidenettuno on July 18, 2019, 01:26:22 pm »
Thanks for the reply. But would you mind explaining in detail?
20
General Discussion / Re: What book are you reading?
« Last post by QueenEugiOfGlitches on July 18, 2019, 01:19:43 pm »
Philip Dick books are amazing! I'm currently reading the Neuromancer Trilogy by Gibson. :D
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