December 13, 2019, 08:33:57 pm
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QuoteHowever, GlitchedPokemonStudent says he only tried it on an unofficial translation of the game, so effects may be different on the official Japanese versions.Actually, I stumbled upon it by accident just after I started the game. Where I downloaded it, it made no mention to such a thing, so I just assumed it was a regular one. The moment I saw the save file screen, I just went "WTF?", but I decided to go along with it.
However, GlitchedPokemonStudent says he only tried it on an unofficial translation of the game, so effects may be different on the official Japanese versions.
Anyway, about this glitch Pokemon. https://glitchcity.info/wiki/GlitchDexJP/RG:221This front sprite is pretty much the earliest 4 4. What's interesting though that it turns into a screwed-up Safari Zone battle with that same dark red screen effect, ever like "bait" or "rock" occurs every time I try to advance until it runs away, crashing the game as a result.
As for #234 family, the back sprite doesn't seem to act volatile. No matter how hard I try, it stays constant when I used Transform with Ditto because when I tried to catch it, the game lock-ups after the choice of giving the nickname. I wonder why it is in this video here that I think they did it by accident since what I got was completely different. https://youtu.be/g9MwW2I15mo?t=383
Wait? I'm lost. Why are we using the translation now? :OIt acts way differently than the actual Red/Green. And many glitch pokémon behaves differently.I went through all the glitch pokémons and documented them all in the translation version last year just for fun, and they differ a lot from the Official Releases.
I mean the sprites from the official versions will be added (not English Red/Green); so for instance the front sprite crashers on Red/Blue/Yellow, official Japanese Red/Green v1.0 and v1.1.
I guess I have to find the ROM download for Red/Green somewhere else if that's the case. Not to mention the translation was done poorly. I think the text was the only thing that was changed, however it did crash the same way for $DD and $F5 compared to that Pokemon Green Glitch Trainers video, but for some reason, it seems less often for #250 front sprite and completely different result for #234 backsprite. I don't know, the person who made that video probably used VBA because I did hear some error sound a few times, so I guess it might have to do something with how volatile the sprites are in some emulators since in VBA I just tried for testing the sound bank freeze and the English Red/Blue #205 and #211 seem mostly constant, but corruption is the same, could that be due to VRAM inaccessibility? No wonder why it's suddenly more difficult to find an official sprite for those glitch Pokemon since it does vary depending on the timing, even with save states. A bit off-topic, but:Speaking of VBA, there is another thing I noticed in difference. The wave channel sounds quieter in VBA than in BGB, actual GBC, and 3DS Virtual Console. Listen carefully in TheZZAZZGlitch's Pokemon glitches and emulator accuracy video and you'll notice it, especially during the Cerulean City and Pokemon Center music. I can identify what emulator they are using just by that alone. It was more noticeable to me since I gotten so used to hearing the VBA volume thanks to currently long absence MissingnoXpert. At that time, I had no knowledge of emulator accuracy until I saw that video, and the first two videos I uploaded were recorded from VBA.My next goal was to check on Japanese Yellow Glitch Pokemon and try to make a video of it since that GlitchoGaming did not, however, no matter how hard I tried to look for it, I can't seem to find it and people will say "no" of sending people their backup download of it due to rules. Which means unfortunately, I am left out and be unable to mess around and show off those glitch Pokemon myself unless one of you are kind enough to temporarily do it for me. I don't know how much different Japanese Blue's glitch Pokemon are though according to what I have seen, I might have to research on that again in case my memory was wrong.
The ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?
Quote from: Evie Torchic the Glitch Scientist on August 21, 2018, 01:29:28 pmThe ROMs are more commonly referred to as Pocket Monsters Aka, Pocket Monsters Midori, Pocket Monsters Ao and Pocket Monsters Pikachu I think. Any luck with those names?Yes, edgeemu being first on the search list, second for Pocket Monsters Pikachu. Thanks. I did think of searching "Japanese Pokemon Yellow"and "Pocket Monsters Yellow" But I never thought they would be named in Japanese form. Thank you. Although, Pocket Monsters Midori one said "Rev A" which means it could be v1.1 and not v1.0 because Missingno's back sprite crashes on v1.0, but v1.1 doesn't, so I tried different websites, but they were so uncooperative and I got no luck on that one.BTW, is the "Official 1st Gen (Red/Blue and Yellow) Glitch Discussion" thread really that inactive? It says last post was September of last year.
You're welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:
Quote from: Evie Torchic the Glitch Scientist on August 21, 2018, 02:41:46 pmYou're welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:So, how do I make this process work exactly?
It's named "Blood" in the translation which I find it a bit creepy, so I nicknamed it to MisNo.
Quote from: GlitchedPokemonStudent on August 23, 2018, 05:46:48 pmQuote from: Evie Torchic the Glitch Scientist on August 21, 2018, 02:41:46 pmYou're welcome. Yes, Rev A is the v1.1 release and the ones without a revision label may be v1.0, you can check with an MD5 hash checking tool and the comparing them to the ones associated with the dumps listed here:So, how do I make this process work exactly? Usually it's quite easy and is just a matter of downloading an MD5 checker (there are fortunately open source/free ones), and opening the ROM (or any file you want to check) to automatically calculate the MD5 value. From there, check the value to the one in the "MD5" field under Dump source(s) in the links I posted above.Here is a free one for Windows:http://www.winmd5.com/Hope this helps
Oh, you mean to check the ROM with the MD5 checker and compare it to the MD5 checksum value from the dumps.I guess I would be using Red v1.0 instead.
Anyways, I made a video regarding v1.0 and v1.1 Missingno.https://www.youtube.com/watch?v=s_Ls5YX6c6Y&feature=youtu.be