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Post by Torchickens on Jul 5, 2011 20:37:57 GMT -5
I've looked into getting the surfboard on Red and it looks like there's no way to do so without mutating my Bicycle ($06) into ????? ($07). I've checked The Big List against the effects of the item-mutate glitch pokemon hex F1, F2, and F9 and it looks like once I've lost my Bicycle there's no way of getting the Bike (or another Bike Voucher) back again. Does anyone know a glitch way to preserve or restore my Bike and allow me to get the surfboard in Red/Blue? You can increase the Bicycle's quantity, like any other item, but in the case of key items you won't be able to see it. The most simple example is encountering a Missingno. or 'M with the Bicycle in the sixth position to get 129 Bicycles, though you would have to deposit them one by one into the PC and it would take a little bit of time, unless you permanently want multiple ????? to be in your item pack when the Bicycle(s) mutate. For convenience, below is clarified version of the list I wrote, specifically for item duplication glitch Pokémon, in the case that you might want to duplicate your Bicycle without duplicating too many. Keep in mind that any glitch Pokémon with a Pokédex number to increase the quantity by +1 won't work if you already have the one Bicycle in the party, because as GARY 'M 9 pointed out, it is already considered checked if there is already an odd number of existing items. This applies for +1 item duplication too, so the least you can duplicate your Bicycle is by +2, assuming that such a non-freezing glitch Pokémon exists. Dex 169-176 item 1 quantity: 169 = +(2^0) = +1 170 = +(2^1) = +2 171 = +(2^2) = +4 172 = +(2^3) = +8 173 = +(2^4) = +16 174 = +(2^5) = +32 175 = +(2^6) = +64 176 = +(2^7) = +128 Dex 185-192 item 2 quantity: 185 = +(2^0) = +1 186 = +(2^1) = +2 187 = +(2^2) = +4 188 = +(2^3) = +8 189 = +(2^4) = +16 190 = +(2^5) = +32 191 = +(2^6) = +64 192 = +(2^7) = +128 Dex 201-208 item 3 quantity: 201 = +(2^0) = +1 202 = +(2^1) = +2 203 = +(2^2) = +4 204 = +(2^3) = +8 205 = +(2^4) = +16 206 = +(2^5) = +32 207 = +(2^6) = +64 208 = +(2^7) = +128 Dex 217-224 item 4 quantity: 217 = +(2^0) = +1 218 = +(2^1) = +2 219 = +(2^2) = +4 220 = +(2^3) = +8 221 = +(2^4) = +16 222 = +(2^5) = +32 223 = +(2^6) = +64 224 = +(2^7) = +128 Dex 233-240 item 5 quantity: 233 = +(2^0) = +1 234 = +(2^1) = +2 235 = +(2^2) = +4 236 = +(2^3) = +8 237 = +(2^4) = +16 238 = +(2^5) = +32 239 = +(2^6) = +64 240 = +(2^7) = +128 Dex 249-000 item 6 quantity: 249 = +(2^0) = +1 250 = +(2^1) = +2 251 = +(2^2) = +4 252 = +(2^3) = +8 253 = +(2^4) = +16 254 = +(2^5) = +32 255 = +(2^6) = +64 000 = +(2^7) = +128
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Post by ciel4 on Jul 6, 2011 3:26:48 GMT -5
Thanks for the explanation! So items are multiplied/mutated according to a glitch pokemon's Dex number, as in which number they would be inside the PokeDex? If I understand correctly then, the glitch pokemon PkMn (hex C5) Pokedex #250 in R/B, would do the trick for multiplying my Bike from x1 to x3, right? That would certainly solve my problem.
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Post by Torchickens on Jul 6, 2011 11:01:03 GMT -5
Thanks for the explanation! So items are multiplied/mutated according to a glitch pokemon's Dex number, as in which number they would be inside the PokeDex? If I understand correctly then, the glitch pokemon PkMn (hex C5) Pokedex #250 in R/B, would do the trick for multiplying my Bike from x1 to x3, right? That would certainly solve my problem. Correct. All that's special about the item duplication and item mutation glitch Pokémon is that their encounter flag has rolled on to things that it shouldn't be changing. The last valid byte for encounter flags is D31C. When you encounter Mew, the game adds 64 (2^6) to D31C because the Pokédex takes the second highest bit to mean that you have seen #151 - Mew. If you then encountered Mew again, the game would not add +64 because the game would already consider that you've seen it. If you have seen both Mew and Mewtwo, then the byte will currently be 64+32 = 96 and if you have seen Mew, Mewtwo and Dragonite then the byte will be 64+32+16 = 112 and so on. Since there are 19 valid encounter flags (D30A-D31C), (19*8) or 152 is an unused last bit which would let you scroll down to 152 in the Pokédex. When we get to D31D however, it no longer adds entries to the Pokédex but rather elsewhere and conflicts with the total number of items, which is the only address which should be managed by D31D. Theoretically and by the same logic, Pokémon #153-160 can increase your total number of items, allowing for memory corruption if you make it overflow 20, but the only example in the English Red/Blue/Yellow is 4 h 4 (159) in Yellow which should increase your total items by 64 (2^6), but unfortunately freezes the game before it appears. If we extend this even further, we get Pokémon #161-168 as changing D31E (the item 1 identifier), then #169-176 as changing D31F (the item 1 quantity) and so forth, until it ends at #250-256 (00) changing the item 6 quantity. What seems to have been ignored is invalid capture flag glitch Pokémon. You may have noticed that after capturing some glitch Pokémon the game thinks that you've seen a particular Pokémon when you really haven't even when they aren't hybrid glitch Pokémon. This is because the 'own' flags come earlier in the data (starting at D2F6 and finishing at D309). By this logic, if you capture say Pokémon #153 (and it doesn't turn into Rhydon?) then the game starts to think that you've seen Bulbasaur after adding +1 to D30A, where as if you captured Pokémon #154, the game would start to think that you've seen Ivysaur after adding +2 to D30A, then #155 would be Venusaur (+4 to D30A) and so on, unless you've already seen them.
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Post by ciel4 on Jul 6, 2011 13:33:55 GMT -5
Excellent. Thanks again!
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Post by Torchickens on Jul 23, 2011 22:31:09 GMT -5
You're welcome. Regarding 'total item changing' glitch Pokémon, I've managed to verify that they do exist(!), though I had to use Japanese Yellow because English Yellow's "4(h4?" hex 0xED (dex: 159) would always freeze the game when sent out no matter what I tried. There happened to be an equivalent with the same identifier and dex number on the Japanese Yellow which wouldn't freeze the game, and it gave out 64 (2^6) extra item spaces. It would let me save the game and keep them without damaging the save file. In the below video, we use the Cable Club escape glitch (Safari Zone method) to encounter hex 0xED (as otherwise Lorelei would appear and she wouldn't send out 0xED), assuming the Johto guard glitch/Paco's any Pokémon glitch is possible on the Japanese Yellow/Gold/Silver for the other game to have it. Since this doesn't actually harm the save, you can keep the extra glitch items to mess with some of the RAM. Note: In the below video I did something wrong when recording and it made the sound go really bad, so it'd probably be best to keep the volume off. Sorry about that.
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Post by ciel4 on Jul 24, 2011 5:54:16 GMT -5
Regarding 'total item changing' glitch Pokémon, I've managed to verify that they do exist(!) Excellent. You don't suppose there might be a way to prevent the English version from freezing, do you? I hate to risk sounding stupid by speculating on things about which I understand relatively little, but if, hypothetically, the pokemon hex 0xED freezes the game due to its sprite or its cry, then could fusing it with a normal pokemon (creating an unstable hybrid) before performing the C.C. escape glitch circumvent the freezing? Would fusing the glitch pokemon with another also change (make ineffective) its encounter flag/dex number in battle? Or maybe there's some other way to prevent the game from freezing like choosing a specific map in which to encounter hex 0xED, (assuming the glitch pokemon pulls some of its info from the current map data)?
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