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Author Topic: Is it possible to create an emulator that ignores unknown op-codes like VC?  (Read 163 times)

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4 4

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I was wondering, because I would love to be able to try and use 8F without the game crashing. I really love seeing the game break!  :) Also, if there is one that ignores unknown op-codes, what is it called?
« Last Edit: October 13, 2018, 08:05:31 am by 4 4 »
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BGB has a bunch of stuff that's togglable, try seeing if it'll ignore unknown ops. If not, you could probably mod Gambatte to do that very easily.
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4 4

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BGB has a bunch of stuff that's togglable, try seeing if it'll ignore unknown ops. If not, you could probably mod Gambatte to do that very easily.

I already tried BGB, but the only option related to that is making the game hang instead of having an unknown op-code error. Also, the way VC works is that the VC emulator hooks unknown op-codes, and repurposes them for internal use. I've learned that from TheZZAZZGlitch. I recommend you check out his video on it. https://www.youtube.com/watch?v=oQZMVo_Fmrs

Basically, if an emulator similar to that is created, we could possibly be able to discover more glitches in red/blue/yellow, and maybe some other pokemon games.
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You can't discover more glitches in the games with that.
At best you'd discover glitches with the emulator you've made, but then you just made the emulator to do taht.

Why bother making the emulator any accurate, then? Just make a program that takes the ROM as input, and spews random garbage to the screen; what does make it different from the "bugs" you're describing?
If the emulated game has bugs that don't occur on an actual console, then they're not glitches. End of the story.
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As Isso said, you're essentially asking for a less accurate emulator. The only way to correctly emulate unknown opcodes is to have the game crash when they're executed. Not all of them are as in-your-face about it as BGB, making you restart the .exe and all, but any other good emulator will at least make you reload the ROM, as would be necessary on a console.
« Last Edit: October 14, 2018, 01:23:12 pm by Sherkel »
 

ISSOtm

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What!? BGB doesn't require anything from you other than resetting the emulator, which is right-clicking the screen, and choosing "Reset Gameboy".
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You're right. Not sure what caused me to think that.
 

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Some glitches actually function different on 3DS Virtual Console because VC treats the unknown opcodes as nops. The best way to simulate it like on 3DS Virtual Console is to right click on the instruction after the unknown opcode in the debugger and choose 'jump to cursor'. You could also replace the unknown opcode with a nop, but you would either have to edit the ROM slightly (for how many unknown opcodes the game encounters), or use a Game Genie code to temporarily achieve the effects of that until power off, which depending on the context could be a minor or more significant change to the game's engine.

Note for Game Genie each code would have to be different for avoiding each case's invalid opcode.
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Chickasaurus to the rescue again! Do you know if VC reads them all (D3, DB, DD, E3, E4, etc.) as nops, or just particular ones?
« Last Edit: October 14, 2018, 01:35:22 pm by Sherkel »
 

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Using Game Genie or modifying the ROM won't work properly; if it's in the ROM (and it's an invalid op), then it has to be some other data; modifying the game's data will have it malfunction, eventually. Skippiing invalid ops with Jump to cursor (protip: shortcut is $F6) is a viable, albeit tedious solution.
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