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Author Topic: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion  (Read 114758 times)

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MrGlitch

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #240 on: May 20, 2013, 07:59:45 am »
If you change the map identifier and interact with the signs/NPCs, you'll likely see inappropriate text (like the healing message) or invalid text that ends with (id) ERROR.
Example video: http://www.youtube.com/watch?v=STKP1XXhuxU
Yes, NPC text errors happened to me as well.

I think I understand what you're saying about the pointers. But when, for example, the game displays glitchy credits in a particular location, does it overwrite the room data with the credits data?

Evie the Mother Hen ☽ ❤

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #241 on: May 20, 2013, 08:26:27 am »
I don't know exactly how the Hall of Fame script works. I suspect it probably just writes data on the screen.

Technically, the room data as in the map header data (except the level-script pointer) and tileset header stays the same as it is.
« Last Edit: May 20, 2013, 08:26:54 am by Torchickens »

✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿
Here have some free flowers on every post :)
✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿



(Images © Sanrio, Nintendo, Pokémon, HAL Laboratory)

✿ Hi, I'm Evie. Transgender woman but spiritually doesn't believe 'male'/'female' needs to be defined; lives more stereotypically like a woman. Call me whichever pronouns you like. :)

Feel free to contact me here about anything regarding the site.

Forgiveness. I feel that the more people pray to our greatest source/God/mathematical equality for world peace, the more and more it manifests into reality (until our next spiritual death).

Thank you Nyapon for this lovely artwork. :3

camper

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #242 on: May 20, 2013, 09:10:46 am »
I don't know exactly how the Hall of Fame script works. I suspect it probably just writes data on the screen.

Technically, the room data as in the map header data (except the level-script pointer) and tileset header stays the same as it is.
Text pointer and the connections change as well.
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MrGlitch

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #243 on: May 20, 2013, 02:54:12 pm »

Technically, the room data as in the map header data (except the level-script pointer) and tileset header stays the same as it is.
That's what I thought, since the tileset appeared to correspond to the location in this case.

Raven Freak

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #244 on: May 21, 2013, 11:52:59 am »
Alright i'm not sure if i've posted this here before but I made a few notes while memory hacking Pokemon Blau (yeah I don't know why exactly I was playing around with the german version but meh.) While they're not complete yet i'll give you a little bit of information. :V If you've wanted to tweak the music in the game, $C000 contains data for the sound driver. Pokemon Blue and Red were games that didn't take full advantage of the stereo sound the GB had to offer, there's only one song in the game that plays in stereo in the very first part of the song. (The theme that plays in the rocket's hideout in Celadon.) However to change any song to play in stereo simply change the byte located at $C004 to any value between F0 and FE. (FD provides the best results IMO.) However since the sound driver gets refreshed when a new song is loaded into memory, you'd have to change the byte again once the map loads to hear the music in stereo. Another address related to music is $1215, this part of the ROM itself seems to contain code to tell the game which music ID to play during the overworld. Depending on which song is playing, it'll fetch another song within the same bank as the current song playing. Just wanted to share that little tidbit incase you wanted to mess up the music. :P

camper

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #245 on: June 08, 2013, 05:22:01 am »
I can't use a PP Up anymore in Pokemon Red. Prof. Oak always tells me it's not the right time to use it, but he doesn't mention when can I use it.

Someone asked the same question in here and there, but no one gave a solution.

Is it a glitch or just some side-effect of a previously used glitch? I need to use a PP Up to get 8F to work.
« Last Edit: June 08, 2013, 05:22:22 am by camper »
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Evie the Mother Hen ☽ ❤

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #246 on: June 08, 2013, 06:34:24 am »
I can't use a PP Up anymore in Pokemon Red. Prof. Oak always tells me it's not the right time to use it, but he doesn't mention when can I use it.

Someone asked the same question in here and there, but no one gave a solution.

Is it a glitch or just some side-effect of a previously used glitch? I need to use a PP Up to get 8F to work.

There are actually two PP Ups in Generation I. One of them (hex: 32), doesn't work and can only be sold for 4900 Pokédollars. (which is kind of weird, because the right one sells for nothing)

The right PP Up is the hex: 4F one.
« Last Edit: June 08, 2013, 06:36:20 am by Torchickens »

✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿
Here have some free flowers on every post :)
✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿



(Images © Sanrio, Nintendo, Pokémon, HAL Laboratory)

✿ Hi, I'm Evie. Transgender woman but spiritually doesn't believe 'male'/'female' needs to be defined; lives more stereotypically like a woman. Call me whichever pronouns you like. :)

Feel free to contact me here about anything regarding the site.

Forgiveness. I feel that the more people pray to our greatest source/God/mathematical equality for world peace, the more and more it manifests into reality (until our next spiritual death).

Thank you Nyapon for this lovely artwork. :3

camper

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #247 on: June 08, 2013, 08:02:54 am »
Thanks a lot! (I shouldn't have used the last PP Up in the game without cloning it first)
« Last Edit: June 08, 2013, 08:03:26 am by camper »
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Evie the Mother Hen ☽ ❤

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #248 on: June 09, 2013, 06:05:21 am »
You're welcome. :)

There are some hidden PP Ups, like these:



Are you sure you've found them all?
« Last Edit: June 09, 2013, 08:09:02 am by Torchickens »

✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿
Here have some free flowers on every post :)
✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿✿



(Images © Sanrio, Nintendo, Pokémon, HAL Laboratory)

✿ Hi, I'm Evie. Transgender woman but spiritually doesn't believe 'male'/'female' needs to be defined; lives more stereotypically like a woman. Call me whichever pronouns you like. :)

Feel free to contact me here about anything regarding the site.

Forgiveness. I feel that the more people pray to our greatest source/God/mathematical equality for world peace, the more and more it manifests into reality (until our next spiritual death).

Thank you Nyapon for this lovely artwork. :3

camper

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #249 on: June 09, 2013, 10:20:12 am »
I've found all 4 in the game. In fact, I've collected all items in the game, when I shouldn't have done that.

There's one more in the Cerulean Cave.
« Last Edit: June 09, 2013, 10:20:46 am by camper »
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konali

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #250 on: June 23, 2013, 10:35:18 am »
bulbapedia says "The leveling up learnset, base stats and types of the Kabutops Fossil, Aerodactyl Fossil and Ghost forms are the same as the Pokémon whose data was accessed last."
What happens if you didnt acessed pokemon data yet, or if you acessed ghost data?

Calhaora

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #251 on: June 24, 2013, 01:29:01 am »
I've found all 4 in the game. In fact, I've collected all items in the game, when I shouldn't have done that.

There's one more in the Cerulean Cave.

nice, think I thought I was the only one xD

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #252 on: November 25, 2013, 10:08:19 am »
THERE IS AN OTHER AMAZING MAN IN CERULEAN!!!!! If you surf up to the Unknown Dungeon in Cerulean while the man guarding it is still there, and go to the left side of the dungeon and walk left so he is one block offscreen, take on step towards him and hit the menu while taking that step, he will be like the amazing man on Nugget Bridge!!!

MrGlitch

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #253 on: December 05, 2013, 01:11:42 pm »
I've mentioned this before, but no one seems to have tried it for themselves.

In R/B, changing the first byte of address 3906 to 0F has some very interesting effects.  If you interrupt a text box while the text is loading, the music locks up and you are entered into a loop of some odd trade screen.  Seemingly random Pokemon lists (including 'M and PokeWTrainer) appear, and the "Too bad! The trade was cancelled!" text box appears at the end of each loop.

I was surprised to see that the glitch effects were compounded by the "wild Pokemon are trainers" GS code.  Interrupting the "(name) wants to fight!" text results in some interesting textual effects.

IIMarckus

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #254 on: December 05, 2013, 06:31:12 pm »
Code: [Select]
; This function is used to wait a short period after printing a letter to the
; screen unless the player presses the A/B button or the delay is turned off
; through the [$d730] or [$d358] flags.
PrintLetterDelay: ; 38d3 (0:38d3)
        ld a,[$d730]
        bit 6,a
        ret nz
        ld a,[$d358]
        bit 1,a
        ret z
        push hl
        push de
        push bc
        ld a,[$d358]
        bit 0,a
        jr z,.waitOneFrame
        ld a,[$d355]
        and a,$0f
        ld [H_FRAMECOUNTER],a
        jr .checkButtons
.waitOneFrame
        ld a,1
        ld [H_FRAMECOUNTER],a
.checkButtons
        call GetJoypadState
        ld a,[H_CURRENTPRESSEDBUTTONS]
.checkAButton
        bit 0,a ; is the A button pressed?
        jr z,.checkBButton
        jr .endWait
.checkBButton
        bit 1,a ; is the B button pressed?
        jr z,.buttonsNotPressed
.endWait
        call DelayFrame
        jr .done
.buttonsNotPressed ; if neither A nor B is pressed
        ld a,[H_FRAMECOUNTER]
        and a
        jr nz,.checkButtons
.done
        pop bc
        pop de
        pop hl
        ret