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Pages: 1 ... 8 9 [10]
91
Generation II Glitch Discussion / Re: Korean TM49 arbitrary code execution thread
« Last post by Parzival on February 01, 2020, 06:04:01 pm »
couldn't one just loop through the applicable part of WRAM/SRAM and write FF to the entire area? To my knowledge, it's just a straight-up bitfield...
92
I noticed this function tells you not to turn off the power and has the 'ticking' icon. Is it possible to create a corrupted save file this way that's still playable?
If the save's checksum matches the save at the precise moment of interruption, I'd imagine so. Probability or something, you understand.
93
Generation II Glitch Discussion / Re: Playable character is offscreen in Crystal.
« Last post by Parzival on February 01, 2020, 06:01:15 pm »
Hello, this is my first post about a glitch I just encountered in Pokemon Crystal.

After using a max repel and saving on top of the staircase in Burned Tower B1F, I reset the game and the camera was about 12 blocks higher than where my character was, rendering him off-screen.

I can still walk around to view far off the map and resetting the game brings the glitch back while using the staircase fixes the camera.

Just curious as to whether this is a known glitch or not as I found nothing when searching for it.

Hi Jagmon, weclome. :) Thanks for sharing, that sounds interesting, and haven't heard of it before either. It's unfortunate (according to Sherkel) it wasn't able to be replicated, is it possible for you to send a picture please? (even a phone image is fine). If you can also send a save file we can analyse it. Also how far were you in the game?
OP said they don't have a hacked 3DS, so no save can be (easily) exported.
94
Generation III Glitch Discussion / Re: On glitch Pokémon in Secret Bases
« Last post by Parzival on February 01, 2020, 05:55:19 pm »
I know a few have ACE when viewing their stats, but the "odd sprite" thing is a bit intriguing...
95
Arbitrary Code Execution Discussion / Re: Game crashes when using 8F
« Last post by Parzival on February 01, 2020, 05:54:14 pm »
Are you using 3DS VC?
96
Arbitrary Code Execution Discussion / Game crashes when using 8F
« Last post by Blendy on February 01, 2020, 05:27:15 pm »
Im using this setup:

Pokemon Red (English)
Party pokemon:
Kanghaskan
223 HP Pidgey
Parasect
Onix
Tentacool
Arbok

And code:
8f
Lemonade x25
TM34 x39
TM11 x1
Burn Heal x1

I used https://eldred.fr/gbz80toitems3/ to convert the asm code to items, (im new to gbz80 coding) my original code was:
ld A, 25
ld ($D327), A

And I was trying to convert the amount of Burn heals to 25

Any clue on why that happens?

Edit: I changed TM11 x1 to TM11 x201 to add ret at the end of the asm code, like this:
ld A, 25
ld ($D327), A
ret

Edit2: As I used $D322 (default in converter) to write the data i added an item at the top of the bag so it starts executing at the 3rd item(lemonade not tm34)
97
Though this is technically already known, it seems the Australian version of Crystal may have had subtle text changes to discourage gambling. This then, could affect certain glitches that read from those text pointers. (According to here). Unless it was for an April Fools or similar, as the "phony" tag has me wonder.

Slots:

if DEF(_CRYSTAL_AU)
   para "Some machines pays"
   line "out a lot."
else
   para "You see, I have my"
   line "favorite machine…"

   para "It pays out a lot,"
   line "I kid you not!"

Slots 2:
CeladonCityTeacher1Text:
if DEF(_CRYSTAL_AU)
   text "I lost at the"
   line "machines."
   done
else
   text "I lost at the slot"
   line "machines again…"

if DEF(_CRYSTAL_AU)
   text "The Game Area for"
   line "Grown-ups--CELADON"
   cont "GAME CORNER"
   done
else
   text "The Playground for"
   line "Everybody--CELADON"
   cont "GAME CORNER"
   done
endc

CeladonGameCornerTeacherText:
if DEF(_CRYSTAL_AU)
   text "The weather"
   line "outside is very"
   cont "nice."
   done
else
   text "It's this machine"
   line "I want."

CeladonGameCornerFishingGuruText:
if DEF(_CRYSTAL_AU)
   text "This machine looks"
   line "the same as the"
   cont "others."
   done
else
   text "I think this slot"
   line "machine will pay"
   cont "out…"

   para "The odds vary"
   line "among machines."
   done

CeladonGameCornerFisherText1:
if DEF(_CRYSTAL_AU)
   text "Whoa!"

   para "What? You want to"
   line "play this machine?"

   para "Here, take my"
   line "coins."
   done
else
   text "Gahahaha!"

   para "The coins just"

CeladonGameCornerFisherFullCoinCaseText:
if DEF(_CRYSTAL_AU)
   text "Your COIN CASE is"
   line "full."
   done
else
   text "Hey, your COIN"
   line "CASE is full, kid."

   para "You must be riding"
   line "a winning streak"
   cont "too."
   done
endc

CeladonGymGuyText:
   text "Hey! CHAMP in"
   line "making!"

   para "Are you playing"
if DEF(_CRYSTAL_AU)
   line "too?"
else
   line "the slots too?"

CeladonGameCornerGrampsText:
if DEF(_CRYSTAL_AU)
   text "Is there any"
   line "difference between"
   cont "these lines?"
   done
else
   text "Hmmm… The odds are"
   line "surely better for"

   para "PIKACHU's line,"
   line "but… What to do?"
   done

if DEF(_CRYSTAL_AU)
   text "I don't want to"
   line "lose my coins."
   done
else
   text "Whew…"

   para "I've got to stay"
@@ -223,6 +228,7 @@ CeladonGameCornerPrizeRoomPharmacistText:
   line "cool, or I'll lose"
   cont "all my money…"
   done

GoldenrodGameCornerPharmacistText:
if DEF(_CRYSTAL_AU)
   text "This machine looks"
   line "the same as the"
   cont "others."
   done
else
   text "I always play this"
   line "slot machine. It"

   para "pays out more than"
   line "others, I think."
   done
endc

GoldenrodGameCornerPokefanM1Text:
if DEF(_CRYSTAL_AU)
   text "These machines"
   line "seem different"

   para "from the ones at"
   line "CELADON CITY!"
   done
else
   text "I just love this"
   line "new slot machine."

   para "It's more of a"
   line "challenge than the"
   cont "ones in CELADON."
   done
endc

GoldenrodGameCornerCooltrainerMText:
if DEF(_CRYSTAL_AU)
   text "Nothing is certain"
   line "in this area."
   done
else
   text "Life is a gamble."
   line "I'm going to flip"
   cont "cards till I drop!"
   done
endc

if DEF(_CRYSTAL_AU)
   para "Different from the"
   line "other machines."
   done
else
   para "I prefer it over"
   line "the slots because"

GoldenrodGameCornerPokefanM2Text:
if DEF(_CRYSTAL_AU)
   text "COIN CASE? I threw"
   line "it away in the"
   cont "UNDERGROUND."
   done
else
   text "I couldn't win at"
   line "the slots, and I"

There also seems to be a Mobile System GB related change:

if DEF(_CRYSTAL_AU)
INCBIN "mobile/stadium/stadium2_3.bin"
elif DEF(_CRYSTAL11)
INCBIN "mobile/stadium/stadium2_2.bin"
98
When I used ROMs, I noticed something unique that allowed for an unusual sprite to appear in battle (not just the ? in circle or ??) with these, but my memory is faint and anything more would be asserting too much. Additionally, with battle corrupting glitch moves, could one theoretically catch the Decamark and register its Pokédex entry? Do any Decamark Pokédex entries cause arbitrary code execution?
99
It's confirmed (not here, but it was in the Crystal disassembly) that there was a glitch with Battle Tower texts which only occurred in version 1.0 (not sure if anyone got it on video before though), where both female and male Trainers would use their texts from the same source, or something along those lines. edit: they get them from the female array https://github.com/pret/pokecrystal/blob/e3e0bcd653f8d671f6fd1390fa922e3b644f4a34/engine/events/battle_tower/trainer_text.asm  and there is also this: https://github.com/pret/pokecrystal/blob/91f914718a263839daef24d44eda857bfc7cca95/data/battle_tower/classes.asm  Additionally, v1.1 would glitch the Mobile Stadium menu background (but this is normally never seen anyway, as international Crystal did not use the Mobile System GB).

However, there may have been another glitch that still no one seems to have verified or disproven yet. (I tried looking into it a long time ago with no success)


Quote from: Tauwasser on Skeetendo (regarding EN Crystal 1.0 and 1.1's differences)
These changes are all concerned with the PokéDex. The Details Submenu (when you press A on the name of a Pokémon) has its own status variable now. This is probably due to the effect that there might be some runtime conditional bugs, because the status variable is actually the same that is used for something else during battle. So when you're shown the details submenu after catching a Pokémon, there might have been a bug there. I doubt it though.

Only in B            1733AFh
Only in B            1733C0h
Only in B            1733C3h
Only in B            1733EFh
Only in B            1733F2h
Only in B            173403h
Only in B            173431h
Only in B            173434h
Only in B            17344Ch
Only in B            173450h
Only in A    173458h
Only in B            1734B2h
Only in B            1734B5h
Only in B            1734F3h
Only in B            1734F6h
Only in A    173FF4h


Tauwasser mentioned there may have been a bug in the Pokédex sub-menu, but doubted it. He stated a change in a status variable. Back when I did a cursory check; I noted a detail at some point, and eventually added as part of my own research to the wiki:


Quote from: Me (via the Wiki)
Rev A of the game added a Pokédex page number variable (controlled by bit 0 of address C7E5), ostensibly fixing a possible glitch. In v1.0, this was controlled by address CF65 instead, which is also an address that is written to when the player's badges animate on the Trainer Card.

I tried opening the Pokédex directly after opening the Trainer Card, but it unfortunately didn't seem to affect the Pokédex page number, however, there could be another method to do something with the above detail.

Additionally, the Japanese versions of Gold/Silver have a v1.0 and a v1.1. What are their revision differences? as for other versions for Generations I-II, at least one non-formatting change related one is known. (Red/Green; partial Select glitch fix, removal of unused 0x60 byte Link Cable error checking - Japanese Yellow; one of the revisions fixed a glitch in Victory Road with boulders where you could have a walking Pikachu solve the puzzle instead of the boulder).
100
Hello, this is my first post about a glitch I just encountered in Pokemon Crystal.

After using a max repel and saving on top of the staircase in Burned Tower B1F, I reset the game and the camera was about 12 blocks higher than where my character was, rendering him off-screen.

I can still walk around to view far off the map and resetting the game brings the glitch back while using the staircase fixes the camera.

Just curious as to whether this is a known glitch or not as I found nothing when searching for it.

Hi Jagmon, weclome. :) Thanks for sharing, that sounds interesting, and haven't heard of it before either. It's unfortunate (according to Sherkel) it wasn't able to be replicated, is it possible for you to send a picture please? (even a phone image is fine). If you can also send a save file we can analyse it. Also how far were you in the game?
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