List of glitches by programming or design category

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Users are invited to discuss the following on the talk page: Should this article list glitches caused by a certain type of error, glitches which can cause an error, or both, and how should we approach related structure issues?
This article is incomplete. Please feel free to add any missing information about the subject. It is missing: Most glitches including ones which have been considered major.

The list of glitches by programming or design category is a list of higher-level glitches in the Pokémon games organised by programming nomenclature. Higher-level in this context is explained with natural glitches as highest, and arbitrary code execution-only techniques as lowest.

Buffer overflows

Definition: Buffer overflow

In addition, Super Glitch from moves in Generation III may be caused by a buffer overflow from the move's excessively long name and Pokémon News Reporter corruption is a corruption technique caused by a glitch Pokémon's excessively long name.

ZZAZZ glitch is also caused by the game writing beyond the payout money pointer at D079 (D078 in Yellow).

Another glitch which exploits the expanded party, known as "wild appeared!" occurs when the game attempts to set values relating to the Poké Ball graphics representing the state of the player's Pokémon beyond the normal buffer of six Pokémon.

Data redundancy errors

Definition: Data redundancy error

Unintended function

Unknown if intended

Unintended exceptions in code

Bad access pointer

Invalid classes

Definition: Glitch thing

See Category:Glitch things

Parameter design

RNG correlation (Generation I)

Sprite error

Typo

(This category has its own article, with examples at List of text errors in the Pokémon games.)

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