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Recent Posts

Pages: 1 2 [3] 4 5 ... 10
21
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« Last post by Mefista on February 20, 2018, 06:50:24 am »
Man, sorry if I sound a bit bitter, but can I introduce you to a concept of "not having money"?
Besides, my 20-years-old bed broke irrepairably last week, I kinda have other priorities, because sleping on lined-up poufs is no fun.
Also, you are like 9th foreigner who suggests that (and I am pretty sure that you are second or even third on this forum alone) or something along the same lines.
Following my sister's millenial-y advice, I only can say: if you have extra money, feel free to share.
22
Could you transfer the Glitch Pokémon 0x019D back to XD after trading it to your Ruby version ?

Some people who obtained Glitch Pokémon tried to trade them to XD/Colosseum but most of the time they weren't displayed in the trading screen (their slot was empty).

Else, can't you trade between Emerald and XD ? That would make things easier and avoid the potential hatching issue.
23
No, it is only caused by a programming oversight which is :
- The Pokémon data from the previous battle is not cleared when a roamer battle happens. (it is only cleared when a non-roamer battle happens, and when you reset the game)

However, you could consider the fact of using this glitch to catch trainer Pokémon other than the Battle Tower ones a sort of memory corruption as the capture overwrites the Trainer ID of the Pokémon (which is different than yours, as only wild Pokémon and Battle Tower ones share your TID), which in turn messes up completely the decryption of the Pokémon's data, giving you a Bad Egg at the end.
24
Generation IV Glitch Discussion / Re: The Official Hall Of Origin Glitch Rewind
« Last post by RETIRE on February 20, 2018, 12:56:55 am »
Yeah, I guess I just forgot to mention that that was an option. As most of the stuff we're doing right now involves the RETIRE function, I tend to forget about doing it without  it. This wouldn't work in pal park mode though because the save option is disabled.
25
Generation I Glitch Discussion / Re: ‘Ditto can’t use Struggle’ glitch
« Last post by ISSOtm on February 19, 2018, 04:40:42 pm »
It's not mine, it's Crystal_'s, but thanks !
26
Generation I Glitch Discussion / Re: ‘Ditto can’t use Struggle’ glitch
« Last post by Patashu on February 19, 2018, 04:18:56 pm »
Excellent detective work!
27
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« Last post by Parzival on February 19, 2018, 02:49:01 pm »
You're emulating on a flip-phone, your PC is running XP in 2018, and you've only had this ONE flip-phone.




Please.
For the love of <insert deity here>, hit up eBay.
28
Generation IV Glitch Discussion / Re: The Official Hall Of Origin Glitch Rewind
« Last post by BUGLITCH on February 19, 2018, 09:42:52 am »
Thanks for your work!

I just want to mention that an alternative and shorter way to get the Safari zone skip is to directly teleport into the void of the Great Marsh building.
This can be done by tweaking into this house:


You can just use a top/bottom displacement with a 2, 1, 3, 1, 3 fast bike tweak here:


Then from behind the door:
1 S
4 E
72 N
Refresh + Save Reset (in Veilstone City)
1 N
1 S
Refresh + Save Reset (in Pastoria City)
~70 S
Refresh



(You can also bypass the Sunyshore City power cut message box using the same tweak (or just by doing 3, 1, 2, 4, 3, 4 with running shoes as this will allow you to walk under the NPC) and continue the game without having to fight Team Galactic.)
29
Generation I Glitch Discussion / Re: ‘Ditto can’t use Struggle’ glitch
« Last post by Krys3000 on February 19, 2018, 07:24:52 am »
That's very interesting! Thanks Crystal_ for the work, and ISSOtm for the report.

It's cool to see that we can still learn about yet another quirk that only gets discovered 20 years after the game gets released  :P
30
Generation I Glitch Discussion / Re: ‘Ditto can’t use Struggle’ glitch
« Last post by ISSOtm on February 19, 2018, 05:36:04 am »
Crystal_ found the reason. Here's a quick summary :

  • When FIGHT is selected, the game parses all four PP slots, and if they are all zero, uses Struggle.
    Normally, an empty move's PP slot is zero, but we will see that there can be an edge case...
  • The active Pokémon is copied to a region of memory (so the game can use this instead having to constantly modify party data). For things such as HP, status, and PP, the game needs to also update the party data.
  • There is one exception to this : when a Pokémon is under Transform, the party data must not be updated. For example, PP is not subtracted from the party data.
  • When Mirror Move (or Metronome) is used, the game will decrement the PP of Mirror Move twice (once when it's actually used, and once when the move it represents is used). Thus, the game increments the PP of Mirror Move once, to compensate.
All of these make sense -- it's how the game works. But here's the catch : the "PP increment" function doesn't check for the Transformed status !

Here's how to trigger the glitch :
- Have any Pokémon with Transform (typically Ditto, but also Mew, or a Pokémon with Metronome)
- Face against a Pokémon knowing Mirror Move or Metronome

  • Transform into the Pokémon with Mirror Move;
  • Use the move;
  • The game will decrement Mirror Move's PP (but it won't because Transform);
  • (If the move fails, nothing else happens);
  • The game will increment Mirror Move's PP (thus, it will increment the PP in the corresponding slot);
  • The game will decrement Mirror Move's PP (but it won't because Transform)
Thus, the game increments a move's PP in the Pokémon's data. If the move is present, then it will just have incremented it, no biggie.

If it's not, this creates a slot that is empty, but with non-zero PP ! Thus, the game fails to use Struggle.


--

Disable
Disable first checks if there is a slot with non-zero PP, and if this fails, misses. With a Struggle-less Pokémon, this will always succeed, because of the glitched slot.
Then, Disable will attempt to pick a slot which must have a move AND non-zero PP. Assuming Transform has 0 PP, the game will never find such a slot (since the only slot with non-zero PP has no move).
Bam, infinite loop, and softlock.
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