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Agatha's badge describer glitch: Difference between revisions

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(Created page with "{{Researchneeded|1=Setting it up without arbitrary code execution or arbitrary RAM modification}} '''Agatha's badge describer glitch''' is an effect caused by glitch meta-map script 0x7F or 0xFF for Agatha's Elite Four room (D64F) in {{RB}}. It simulates the Cerulean City badge describer and is a means of accessing glitch badge describer options outside of the Japanese versions, where it is possible with the Special menu Select glitch i...")
 
 
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{{Researchneeded|1=Setting it up without arbitrary code execution or arbitrary RAM modification, more general information}}
'''Agatha's badge describer glitch''' is an effect caused by [[Meta-map script activation|glitch meta-map script 0x7F or 0xFF]] for Agatha's Elite Four room (D64F) in {{RB}}. It simulates the Cerulean City badge describer and is a means of accessing glitch badge describer options outside of the Japanese versions, where it is possible with the [[Special menu Select glitch]] instead.
 
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==Details==
When the player enters Agatha's room with the script set to 0x7F, Red's sprite won't move or be visible on the screen. IfSometimes an invisible menu will appear straight away, otherwise the player pressesmust press A foura few times, andto invisiblebring menu comesit up. (butThe itinvisible menu may only be visible on an emulator's VRAM viewer for region 9C00 of the BG map, although the font is glitched and the 'badge' names are illegible). Attempting to exit with B will briefly flash Red's sprite (making it visible on the screen again for a short moment) and bring up an invisible "Come visit me any time you wish." text box, but the menu will still be active.
 
==='Default' list===
The menu itself is sourced from 1:4E00, and there are some lag items making navigation difficult. There are many possible effects based on the badges chosen.
If the player entered Agatha's map directly after a save and reset, the menu itself will be sourced from 1:4E00. Otherwise, the value of CF8B will effectively be added on to 1:4E00. This can be manipulated by opening the item menu before entering the map to get the 1:4E1D list.
 
TheIn menu itself is sourced fromthe 1:4E00 list, and there are some lag items making navigation difficult. There are many possible effects based on the badges chosen.
 
There are 95 'badges' on the list as such: (Badge pointers for items 0x80-0xFF are assumed to be that of the item -0x80)
Line 210 ⟶ 213:
==Arbitrary code execution==
By having the cursor on the Awakening (option 4), choosing it will load text box DE21, which is the sixth character of the third Pokémon in the current box of the Pokémon Storage System. This could potentially be manipulated to be 08 followed by desired code to execute for arbitrary code execution, but 08 cannot be input as a name, so assuming no arbitrary code execution is used prior, the player may have to manipulate glitch Pokémon in the box with specific glitch names.
 
The Moon Stone (option 54) might be another option if F120 (wNumRunAttempts, D120) can be manipulated to 08 and the player has a setup past D121+(?)
 
Other options with text sources in different RAM addresses can be used, but methods to safely change them without arbitrary code execution are unclear.
 
[[File:Badge ACE Agatha setup.png]]
 
==See also==
*[[BadgeDescriptionDex]]
 
[[Category:Generation I glitches]]
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