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99 item stack glitch: Difference between revisions
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→Description: Say, doesn't anyone else feel "due to a glitch" is pretty dumb, since this entire page literally is the glitch? Guess we will see if "due to an oversight" is any better.
>Sherkel mNo edit summary |
>Bbbbbbbbba m (→Description: Say, doesn't anyone else feel "due to a glitch" is pretty dumb, since this entire page literally is the glitch? Guess we will see if "due to an oversight" is any better.) |
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If the player performs a task which adds to the number of items in a list (purchasing an item from a Poké Mart, depositing it via the PC or withdrawing it via the PC) while they have an existing stack of that item ×99 in the last slot of the inventory (e.g. Ultra Ball ×99), the game will try to add to an item quantity of the same item from beyond that slot in an attempt to contain the items in an existing stack without creating a new one.
Due to
This also works even if the existing item stack has less than 99 items, as long as the total quantity of the existing stack and the new stack is more than 99. In this case the game will add enough items to make the existing stack ×99 and go on, triggering the glitch.
Note that any memory address in an "item type" slot (even address for bag, odd address for PC) with value 0xFF will end the search (the new item is put in the correct slot because it's calculated from the number of items, not decided by the
The glitch also doesn't happen if the item list is already full (20 for the bag, 50 for the PC), because in this case the game wouldn't even try to move past the first existing stack. <!-- This has unintuitive implications, like the game not letting the player buy a Poké Ball even if the player has Poké Ball ×1 in the bag, as long as it comes after some Poké Ball ×99 (and the bag has 20 items). Maybe this is glitch-worthy on its own... -->
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