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Author Topic: a saved ZZAZZ on JP RED?  (Read 2025 times)

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xeno

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a saved ZZAZZ on JP RED?
« on: July 18, 2012, 01:32:10 am »
Hey everyone, I recently beat a JP file on pokemon red JP and started glitching on it....
Pretty normal, but something amazing happened that defies ALL pokemon glitch physics I know of...

The ZZAZZ file I was using saved itself!!!!
I know its a JP file, and its different, but even a JP file never saves itself...

I mean, this file, I'm pretty sure is an SAV that is stable with the pokedos cartouche enabled!

According to what I am aware of, this shouldn't be possible...
Any ideas on how it is? Or am I missing something???

Thanks :)
« Last Edit: July 18, 2012, 01:39:33 am by xeno »
It's "Angelous Errares", or rather, Glitch-tastically Erroneus.

camper

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Re: a saved ZZAZZ on JP RED?
« Reply #1 on: July 18, 2012, 03:22:43 am »
I saw your case in a Youtube video comment. The commenter was using stat 252 or 254 (I forgot) on a real cartridge, and his save file was deleted after the glitch so I suppose the game saved itself.
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xeno

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Re: a saved ZZAZZ on JP RED?
« Reply #2 on: July 18, 2012, 11:45:53 am »
Actually, I haven't uploaded data on it yet, unless you mean the video from a while back where a US pokemon Red is regenerating a save file via an emulator, or something (still haven't found out how) or someone else has something like that, I'm not sure what you mean.

This .sav is on my phone, so its hard to record it, and people are cursing me out so often that I'm starting to wonder if its worth it.

I also say pretty much everytime its brought up, not to do it on a cart.
Its too dangerous for the cart...
It's "Angelous Errares", or rather, Glitch-tastically Erroneus.

Photon-Phoenix

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Re: a saved ZZAZZ on JP RED?
« Reply #3 on: July 18, 2012, 05:20:19 pm »
Actually, I haven't uploaded data on it yet, unless you mean the video from a while back where a US pokemon Red is regenerating a save file via an emulator, or something (still haven't found out how) or someone else has something like that, I'm not sure what you mean.

This .sav is on my phone, so its hard to record it, and people are cursing me out so often that I'm starting to wonder if its worth it.

I also say pretty much everytime its brought up, not to do it on a cart.
Its too dangerous for the cart...

If the .sav is on your phone, either upload it to your computer or attach it in an email to yourself and post it here.

xeno

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Re: a saved ZZAZZ on JP RED?
« Reply #4 on: July 18, 2012, 06:49:50 pm »
Here's the file.
I've been wanting to give this type of thing out for a while, but I was unable to.
I tested the file personally on my phone and on VBA as well as TGBDual.
It didn't work on TGB Dual.
Curiously though you don't want to mix save files or states with the NTSC version.
the NTSC/NTSC-J files register with one another, but they kinda really screw things up....
Last I checked anyway....

Have fun with the file.

PS: btw cheat codes also transfer, but reasonably.
WTW for instance is the same for both versions. RED-NTSC and RED-NTSC-J
donno about Blue.
Since i don't legally own a copy of Blue in any language I can't test it.

EDIT: to get wtw active in pretty much any map that is not surrounding Red with freeze tiles, go to slot 62 in the pokemon menu, and just switch it with itself, it should be a golbat.
« Last Edit: July 19, 2012, 06:19:57 pm by xeno »
It's "Angelous Errares", or rather, Glitch-tastically Erroneus.

TheZZAZZGlitch

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Re: a saved ZZAZZ on JP RED?
« Reply #5 on: July 25, 2012, 03:17:11 pm »
It may seem completely impossible to save the game after ZZAZZ glitch, but the only thing that causes the file corruption after saving is the player's name. Nothing more. If your name is shorter than the maximum length (5 chars in Japanese versions, 7 chars in English versions), the game will save perfectly fine, even when your party is filled with level 153 exploding Bulbasaurs!

The I Generation games have a special failsafe implemented to prevent loading corrupted save files into memory. The player's name is read from the save file and checked. If the name length is greater than the maximum name length, the loading process is immediately interrupted. However, if the name is of valid length (even if it contains glitch blobs), the save is ALWAYS happily loaded.

A small experiment to prove this theory:
1. Corrupt the game's memory. With ZZAZZ glitch or a Super Glitch move, whatever.
2. Enter the gameshark code: 01501ED1 on Japanese versions, 015059D1 on English versions. This code will cut out the player's name to 1 character (2 characters in Yellow) so it is completely valid from the game's view. Of course no cheating is needed, it's used here to speed up the process.
3. Save the game (of course back up your normal save file before continuing)
4. Reset the game - your save file loads fine, even if it's filled with wrong data.
 
TL;DR - it's possible to successfully save ZZAZZ glitch'd files if your player's name is shorter than the maximum name length
« Last Edit: July 25, 2012, 03:18:25 pm by TheZZAZZGlitch »
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camper

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Re: a saved ZZAZZ on JP RED?
« Reply #6 on: July 26, 2012, 03:18:40 am »
The name has to END normally using the END character (50). Ending with 00 does corrupt the save file, although it shows perfectly fine on the trainer card and menu.

If you want to save after ZZAZZ, your name length have to be 2 or 5 before the glitch.
« Last Edit: July 26, 2012, 03:19:24 am by camper »
Youtube
 

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