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Author Topic: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion  (Read 114669 times)

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IIMarckus

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #255 on: December 05, 2013, 06:46:09 pm »
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!!!

A friend and I looked into this bug a few weeks ago. It’s due to a bug in the overworld loop, and happens anytime you bring up a textbox (like the start menu) while loading a sprite for the first time on a map. The fix is simple.

Code: [Select]
00:36 < padz> ok i see whats happening
00:36 < padz> sprites get placed at the beginning of the overworld loop
00:37 < padz> after you walk it jumps back to the beginning
00:38 < padz> when text happens it assumes that all the sprites already got taken care of

01:10 < padz> ok
01:10 < padz> my earlier explanation was right
01:11 < padz> except the part where i said updatesprites got called at the beginning
01:12 < padz> map scripts are getting run assuming the sprites are updated
01:12 < padz> when theyre not

01:42 < padz> turn call GetJoypadStateOverworld into call UpdateSprites; call GetJoypadStateOverworld

The Great Gazoo

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #256 on: December 17, 2013, 11:19:54 pm »
I'm familiar with the fact that the Trainer/Fly glitch can be used to make objects (or Snorlax, mostly) disappear, but is it fully understood how it works? I ask because I was under the impression that you could make the object disappear by walking up to it during the glitch or viewing it just before to make it disappear permanently, but I had TM08 disappear on the S.S. Anne before I ever stepped foot on the ship. It is permanently gone and the Itemfinder senses nothing in the room where it's supposed to be. I found one other instance of this happening to someone, but he didn't know why that specific item was missing either. Anyone know?

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #257 on: January 16, 2014, 11:28:10 pm »
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s
« Last Edit: January 17, 2014, 01:07:21 am by camper »
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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #258 on: January 17, 2014, 02:20:08 am »
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

Took me a while to figure this out, but it looks like this is one frame of the Fly animation (out of battle) plus a conveniently positioned arrow thing that looks like a beak.


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camper

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #259 on: January 17, 2014, 04:50:26 am »
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

Took me a while to figure this out, but it looks like this is one frame of the Fly animation (out of battle) plus a conveniently positioned arrow thing that looks like a beak.

I don't think so. The Fly animation has bigger wings and different leg position.
« Last Edit: January 17, 2014, 04:52:22 am by camper »
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TheZZAZZGlitch

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #260 on: January 17, 2014, 06:45:52 am »
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

The move Dizzy Punch uses that sprite in its animation. It is completely separate from the fly animation sprites, and for some reason is the first sprite in the battle animation tileset:

qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF qÁF

camper

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #261 on: January 17, 2014, 07:27:46 am »
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

The move Dizzy Punch uses that sprite in its animation. It is completely separate from the fly animation sprites, and for some reason is the first sprite in the battle animation tileset:



Thanks!
You can see that battle sprites appear randomly in the video.
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Patashu

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #262 on: February 21, 2014, 07:09:58 pm »
I was wondering, is there a full list of music related glitches in RBY and how to trigger them? For example

1) Sometimes when Oak shows you to his lab at the beginning of the game, when the music changes back to the music for his lab, it's playing at a half time speed.
2) Sometimes when there's a level up jingle mid battle, it doesn't interrupt all the channels and a bit of the battle music is still playing.
3) When you throw a pokeball, the 'pitch bend downwards' effect isn't properly cleared and it bleeds into one of the channels of the music.
4) You can do a 'jingle skip' to not be forced to wait when picking up an item.

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #263 on: February 22, 2014, 10:26:04 am »
Cool, half of those don't sound familiar to me, except 2 or 3.

5) Certain glitch Pokémon use music channels for their cries instead of ordinary cries. This is common in a corrupted Hall of Fame.
6) If you evolve a Pokémon after the final battle with Blue, the music will be muted until Professor Oak comes to congratulate you. (Video)
7) If you draw in a Pokémon battle via SelfDestruct/Explosion, the victory theme plays even though you lose. (Video)
8) Mute Fuschia City/Safari Zone gate: This glitch was found by Chamale.

Perform the first half of the Glitch City trick (so you don't get prompted about whether you're leaving early), then use all of your remaining steps in the Safari Zone gate. This will cause the music in the gate to mute and the Fuschia City music when you walk out. It can be fixed by using a Bicycle.

9) Mute Cerulean City/Safari Zone gate: This glitch only works in Red/Blue because you can't perform the Glitch City trick by blacking out in Yellow. Incidentally, the number of steps gets reset to 0 after you warp to your blackout destination there.

Set your blackout destination to Cerulean City by healing there. Bring only a poisoned Pokémon to the Safari Zone and black out (every four steps is one HP of poison damage). You will warp to Cerulean City. Keep walking until your Safari Zone steps run out, then the music will mute. It can be fixed by using a Bicycle. (Video)

It doesn't work with all locations. It may be related to the music in Cerulean City and Fuschia City matching the Safari Zone gate music.

10) If in Red/Blue you fall down a hole in Victory Road while riding a Bicycle, the Bicycle theme will play even though you're no longer on a Bicycle and now walk at normal speed. (Video)

11) Due to battles using a different sound bank, the 'poof' sound in Red/Blue when you forget a move is wrong within battles. (Video)

12) When a Pokémon has low HP, the beeping sound will distort its cry, probably due to the beeping taking up one channel. Sometimes it may sound like another Pokémon. (Video)

I found a few more on Pokeglitch.

13) For some reason in Yellow (and not in Red/Blue) getting on the Bicycle in Victory Road and Route 23 will not change the music. The music will change normally in Mt. Moon, Rock Tunnel and Seafoam Islands.  This is strange, and I can't be sure if it's really a glitch. It stops the aforementioned Bicycle music glitch from occurring.

14) Combing cries in the Pokédex:

Quote
First of all you have to get Jynx and Scyther, or at least have their data in the Pokédex. Then go to the Pokédex, scroll down to Jynx, select CRY, and while Jynx's cry is playing, QUICKLY go up to Scyther and select CRY. If done right the game will make a weird sound. Note: you can do it with Mr. Mime if you don't have Scyther.

Does anyone know of any more that I missed?
« Last Edit: February 22, 2014, 11:49:07 am by Torchickens »

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Patashu

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #264 on: February 26, 2014, 08:59:10 pm »
I just saw Werster ( http://twitch.tv/werster ) get the Oak's Lab sound glitch again during attempts.

Here's a highlight of it: http://www.twitch.tv/werster/b/506665840?t=1h08m50s (wait about 5 seconds)

No idea what reproduces it, werster sometimes gets it and sometimes doesn't (maybe 1/100 chance?)
« Last Edit: February 27, 2014, 02:48:30 am by Patashu »

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #265 on: March 09, 2014, 09:18:33 am »
I wonder what causes the game to display the PA text when the ball is blocked when you hack the old man to fight trainers

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #266 on: March 09, 2014, 02:28:52 pm »
I wonder what causes the game to display the PA text when the ball is blocked when you hack the old man to fight trainers

I suspect Game Freak may have made it so that all non-00 battle system values can have the game react to when you have no Safari Balls by causing the PA message to appear. Technically the game is right; it detects that you have no Safari Balls left, but for some reason it only works with Trainer battles. When a Safari Game ends at the normal 'time' or if you haven't started one yet, DA47 (DA46 in Yellow); the number of Safari Balls is 0. For some reason, if you end your game early, then in both Red and Yellow the number of Safari Balls stays as it was, but this doesn't matter normally as it is set back to 30 (hex: 1E) when you start a new Safari Game.

If you cheat to get an Old Man battle with a Trainer within the Safari Zone, the Old Man will keep throwing the Safari Ball until the enemy Pokémon flees, because DA47/DA46 isn't reduced. You can also modify DA47/DA46 manually, so that the Old Man will get the PA message if it's 0, or keep throwing the ball until the Pokémon flees if it's not 0.

If the Old Man does not encounter a Trainer, the game doesn't seem to send you to the Safari Zone if DA47 is 0, and won't alter it either, meaning a normal Old Man battle will end as it's supposed to.

The PA message will also work with Prof. Oak (in Yellow) and glitch battle systems such as FF, 77, etc. (at least some of these apparently work the same).

Side note: For a proper Trainer battle, you have to change DA57 (DA56 in Yellow) to 02 because 00 will make the Old Man or Prof. Oak think it's not the time to use the ball.
« Last Edit: March 09, 2014, 02:39:26 pm by Torchickens »

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Here have some free flowers on every post :)
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(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

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #267 on: March 19, 2014, 11:47:16 pm »
Anyone knows where the duck sprite is used in the game?

Video link: http://youtu.be/UTa_BWfXBjc?t=13m55s

The move Dizzy Punch uses that sprite in its animation. It is completely separate from the fly animation sprites, and for some reason is the first sprite in the battle animation tileset:


Isn't that the same sprite used for confusion, or is that separate?

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #268 on: March 20, 2014, 12:09:34 am »
Nah, confusion is the question mark.

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Re: Official 1st Gen (Red/Blue and Yellow) Glitch Discussion
« Reply #269 on: March 20, 2014, 02:09:06 am »
The question mark there looks like it's from the Amnesia animation, but then I've already proven my lack of expertise in the field of RBY sprites so I should probably shut up now.


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