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Main - ROM Hacking - Intresting and funny in Pokemon Red New thread | New reply

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Ninetales
Posted on 03-20-07 04:13 AM Link | Quote | ID: 17200


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Posted by Xeon
How the heck does one even find such a weird glitch like this.
This one I saw in a Youtube video, then tried it myself and it worked. I tend to find glitches in a lot of things, since I tend to try and break games when I get bored.

Kles
Posted on 03-20-07 05:35 AM Link | Quote | ID: 17221


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What causes this, exactly? I'm fascinated.

Keitaro
Posted on 03-20-07 08:43 PM Link | Quote | ID: 17340


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Probably just the piss-poor programing of the game setting flags a certain way in that it eventualy over-writes actual ram data (wouldn't be the first time, OLDMAN VIRIDIAN. Though in that case it was MEANT to but still ) and probably just blows up. The game was programmed so horribly that you can't put much past it any more.

NightKev
Posted on 03-21-07 05:30 AM Link | Quote | ID: 17593


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Posted by Keitaro
Probably just the piss-poor programing of the game setting flags a certain way in that it eventualy[sic] over-writes actual ram data (wouldn't be the first time, OLDMAN VIRIDIAN. Though in that case it was MEANT to but still ) and probably just blows up. The game was programmed so horribly that you can't put much past it any more.

What did "Oldman Viridian" do to the RAM?

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Kles
Posted on 03-21-07 08:13 AM Link | Quote | ID: 17635


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(My comma key is currently not in my keyboard so I will put a hyphen where I want to have a comma. Sorry!)

Well - in the original Pokemon Red/Blue - you could talk to OLD MAN to learn about catching Pokemon. It had to save your name somewhere temporarily so they could change your name and sprite to OLD MAN for the time being. They stored it in unused Pokemon slots - there were 255 slots in total - but only 151 Pokemon were actually programmed in. After the sequence ended - it failed to wipe the temporary data. This - coupled with another bug - lead to the weird Pokemon catching on the coasts of the Power Plant shores as well as Cinnabar Island. Generally - 'M and missingno. are caused by this bug.

Skreeny
Posted on 03-21-07 07:05 PM Link | Quote | ID: 17725


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Not quite true, Kles. They stored your name in the current (grass) wild Pokemon data. It wouldn't normally matter, since walking the grass replaces it anyway, but... Surfing on the edge of Cinnabar/Seafoam/etc. uses this data without resetting it to a proper value, allowing you to catch various things at various levels (depending on your name).

Keitaro
Posted on 03-22-07 12:56 AM Link | Quote | ID: 17846


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Skreeny hit the nail on the head. The Cinibar coast and similar areas have no defined wild Pokemon data yet are still of a tile type which allow for wild battles to occur. This method is also how the Safari zone glitch works, since if you go straight from the Safari zone to the coast you encounter no wild land what-so-ever in the process (the Tentacool don't mess it up because land and water Pokemon have different ram areas, IIRC)

Sonicandfails
Posted on 03-22-07 01:17 AM Link | Quote | ID: 17857


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Makes me wonder...Do you think the Sony/Ninten thing was used for testing when it was brought over here during translation?

Stuff like this makes me giggle inside

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HyperHacker
Posted on 03-25-07 03:41 AM Link | Quote | ID: 18912

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Posted by HyperHacker on some other board
Hah, it is too! I traced the name routine and found a few nice tidbits, especially for those wanting to make a hack of the game (if anyone still hacks this ). This is for the US version.

At ROM address 0x45AA you'll find, using the game's text table, "NINTEN[null]SONY[null]". At 0x42B7 is a routine that sets these as the current player and rival names. This routine runs at the title screen.

If you change 0x6A6C to a RET instruction (0xC9), the game won't show you the pre-set name list. It forces you to enter a name for yourself and automatically names the rival BLUE (his image moves as if the name menu were about to appear, then moves back as if you'd just picked a name).

If you change 0x695D to 0xC9, the game won't ask for your name at all, leaving it set to NINTEN, but still asks for your rival's name.

If you change 0x61B9 to 0x00, the game won't ask for your rival's name, leaving it set to SONY.

0x6115 is the beginning of the new game initialization routine. If you change this byte to 0xC9, picking New Game will skip the Oak talking/name selection scene entirely and drop you right into the game. However, it won't initialize anything, so you'll be in a glitch city with no money and the name NINTEN.

If you change 0x616E to 0xC9, after Oak says "People call me the POKéMON PROF!", the intro ends and you start the game with the names NINTEN and SONY. Useful for anyone who wants a quick intro and preset names. It looks like whoever found this originally changed this byte to 0x00, which works, but isn't a good way to do it. This is the first byte of a 3-byte instruction; by changing it to 0x00 (NOP) the next two bytes, which are data, get executed. The third byte just happens to be a conditional RET instruction whose condition is true. Changing the first byte to a non-conditional RET instruction (0xC9) ensures nothing odd will happen.

Changing 0x615D to 0xC9 almost kills the intro. Oak appears, the screen glitches, then you're in.

Changing 0x6149 to 0xC9 skips the intro entirely; as soon as you pick New Game, you start off in your house with all the usual stuff (no items, $3000 etc) and the names NINTEN and SONY. Your sprite is glitched for a second though.


If I may say: Rofl. I've seen official screenshots with the name NINTEN, but I never thought what they might name the rival...
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