Bad Egg: Difference between revisions

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{{Error traps}}
{{Error traps}}
{{Summary page}}
{{Summary page}}
{{Poorqualityimage|It would be good to update all images to emulator quality and re-scale them to reduce file size.}}
[[Image:Badegg_battlegeniii.png|270px|thumb|right|A [[glitch Pokémon]] with an invalid checksum after being labelled as a "Bad EGG" on Pokémon Ruby and Sapphire.]]
[[Image:Bad Egg.png|270px|thumb|right|A [[glitch Pokémon]] with a hexadecimal identifier of 1EF (495) using the error handler "Bad Egg" as its name, encountered in battle within Pokémon Diamond and Pearl.]]
[[Image:Badegg_battlegeniii.png|270px|thumb|right|A [[glitch Pokémon]] with an invalid checksum after being labelled as a "Bad EGG" in Pokémon Ruby and Sapphire.]]
[[Image:Bad Egg.png|270px|thumb|right|A [[glitch Pokémon]] with a hexadecimal identifier of 1EF (495), known as "Bad Egg", encountered in battle within Pokémon Diamond and Pearl.]]


"'''Bad EGGs'''", as they are known in the [[bp:Generation III|Generation III]] Pokémon games and later "'''Bad Egg'''" in the [[bp:Generation IV|Generation IV]] games are error handlers.
The term "'''Bad EGG'''" in the [[bp:Generation III|Generation III]] Pokémon games and later "'''Bad Egg'''" in the [[bp:Generation IV|Generation IV]] games, refers to an error handler which was presumably, originally used by the game developers to refer to individual Pokémon (as eggs) with [[bp:stats|stats]] which do not conform to the original algorithms suggesting what stats that Pokémon should have, such as the [[bp:individual values|individual values]], [[bp:base statistics|base stats]] and [[bp:ability|ability]] of that Pokémon. For example, of an egg which was illegitimately (without writing to the checksum) given an excessively large attack stat for when it should hatch. Normally, when a player recieves an egg, the game should write to the checksum by using an algorithm to calculate the total of {{Explain|unencrypted|In this case, not protected by XOR}} Pokémon data. If the game later considers the checksum to be invalid, (i.e. if it is greater or lower than a possible value based on [[wikipedia:XOR|XOR]] calculations - perhaps if the EV total is greater than 510) the game will interpret the Egg as a "Bad Egg".


In Generation III, they appear for Pokémon that do not have a correct checksum value (which is stored in its own byte). The checksum is computed by adding all unencrypted values of the 'data' section of the [[bp:Pokémon data structure in Generation III|Pokémon data structure]] one [[word]] (two bytes) at a time. If the actual checksum does not match the checksum value, the Pokémon will be interpreted as a Bad EGG, and if a hex:0000 [[??????????]] was interpreted as a Bad EGG, it will appear as a Bad EGG with an invisible icon.
However, since after [[bp:Generation II|Generation II]] Pokémon in one sense are simply eggs with an additional byte with a value of 01 (ON) it is possible that a hatched Pokémon would also be taken by the game as a 'Bad Egg', which could suggest that the game developers did not expect other game developers to accidentally invalidate the checksum of a gift Pokémon with variable characteristics for example.


Simply changing the personality value of a Pokémon rather than its [[bp:Pokémon data substructures in Generation III|data]] substructures can also turn Pokémon into Bad EGGs, probably due to the substructure order being changed due to a different modulo value.
Like ordinary eggs, Bad Eggs under normal circumstances can never be released and when the player attempts to view one's summary screen the game will not give the details of the Pokémon (if it was not an egg) but rather, the game would display another interface which suggests how long it would be until the egg hatches.

Like ordinary Eggs, Bad EGGs in Generation III under normal circumstances can never be released, however, they can be released with the [[inverse cloning glitch]]. When the player attempts to view a Bad EGG's summary screen the game will not give the details of the Pokémon inside but rather, the game will bring up an 'Egg' summary screen, showing its 'state' (an indicator of how long it'll take to hatch the Egg) and 'trainer memo' (origin).

Regardless of what the trainer memo says, a Bad EGG will never hatch; only a normal Egg can hatch. {{fact}}


==In non handheld Pokémon games==
==In non handheld Pokémon games==
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[[Image:BadEggPBR.png|270px|thumb|right|A Bad Egg being defeated by a [[bp:Chimchar|Chimchar]] in Pokémon Battle Revolution. Note the distinctive brown spots instead of the usual green.]]
[[Image:BadEggPBR.png|270px|thumb|right|A Bad Egg being defeated by a [[bp:Chimchar|Chimchar]] in Pokémon Battle Revolution. Note the distinctive brown spots instead of the usual green.]]


It is notable that the error handler "Bad EGG", or "Bad Egg" is still used in Pokémon Colosseum, Pokémon XD and Pokémon Battle Revolution; despite the fact that eggs alone are normally unobtainable within these games. For this reason, it could be suggested that it is used simply so that the game does not crash. Furthermore, Eggs and Bad Eggs even use their own unique models and strangely appear as eggs with brown spots instead of the usual green. In Pokémon Battle Revolution, unless the player turns the narration off the game will crash when a Bad Egg is sent into battle as such data is undefined.
It is notable that Bad EGGs appear in Pokémon Battle Revolution. In this game, unless the player turns the narrations off the game will crash when a Bad Egg is sent into battle, probably because there is no voice file for announcing the Bad EGG's name.


If a Pokémon with an EV total greater than 510 is uploaded on to Pokémon Battle Revolution, the game will recheck the checksum and render that Pokémon as a Bad Egg.
Reportedly, if a Pokémon with an EV total greater than 510 is uploaded on to Pokémon Battle Revolution, the game will render that Pokémon as a Bad Egg.{{fact}}


==In Generation IV==
==In Generation IV==
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Main article: [[GlitchDex/DP:495]]
Main article: [[GlitchDex/DP:495]]


Unlike in the third generation of Pokémon games, as well as appearing when a Pokémon's checksum is found to be invalid, for unknown reasons Bad Eggs actually have their own defined identifier of 495 (1EF) in the species byte. Such a 'Pokémon' if encountered in the wild by the use of a [[game-altering device]] will have Splash as its only move but it has no defined data for its cry, hence it uses the cry of a Bulbasaur (the first valid Pokémon in the species byte).
Unlike in the third generation of Pokémon games, Bad Eggs actually have their own defined identifier of 495 (1EF) for a Pokémon species. If such a 'Pokémon' if encountered in the wild by the use of a [[cheating device]], it will have Splash as its only move.


==In Generation VI==
==In Generation VI==
Though Bad Eggs probably do not exist in Pokémon X and Y, "[[Mystery Egg glitch|Mystery Eggs]]" marked as originating from the Mystery Zone have appeared in the PC boxes of some players of Pokémon X and Y. They also have an obtained date of '0/0/2000'.

According to recent reports following the release of generation VI games, eggs showing signs of being Bad Eggs have begun randomly appearing in PC boxes. Such eggs will show an obtained date as '0/0/2000', and will claim to be obtained from the 'Mystery Zone'. The eggs do not seem to replace already existing Pokémon in the PC Box. They appear on both downloaded and retail copies of the game, and cannot be traded.

It is thought that Bad Eggs in X and Y are the result of loose Pokémon data being processed as a Pokémon, and thus resulting in a Bad Egg as an error handler for the loose data. Since this tends to occur multiple times in an affected game, it could denote a faulty game or a faulty connection. This cause has also been attributed to an SD card not fully downloading Pokémon correctly, and thus causing a Bad Egg.

''Thanks to Kurasha for a probable cause! -MZD''

==Rumours of Nintendo using Bad Eggs to punish cheaters==

''Main article: [[Glitch Myths]]''

It is notable that error handlers such as "Bad Egg" are sometimes misinterpretated as punishments from Nintendo for when players illegitimately (through the use of a [[game-altering device]]) change the stats of Pokémon. Whilst Nintendo have not responded on such matters and such claims have not fully been proved to be false, it would be more likely (considering quality assurance) that these messages were simply used as error handlers when the original Pokémon Ruby and Sapphire were in development.

Revision as of 23:10, 25 May 2014

Error prevention and placeholders in the Pokémon games:

?????????? | ????? | ! | Abnormal Pokémon | Bad Egg | Enigma Berry (Generation III) | Error! | Error codes (Generations I and II) | Error traps for damaged save data | Error traps to prevent impossible progress | Event data debugging messages | Instant victory effect (Generation II) | Mystery Zone | N/A | Pokégear instruction booklet trap | Rhydon trap | Special (location) | This Game Pak is designed only for use on the Game Boy Color. | This Pokémon cannot be traded.


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This article is a summary page for different variations of a glitches, etc. when talked about as a whole.
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If possible, please reupload the image(s) at emulator quality, without changing the emulator's resolution. An image from a capture card would also be an improvement to an image taken from a camera.


A glitch Pokémon with an invalid checksum after being labelled as a "Bad EGG" in Pokémon Ruby and Sapphire.
A glitch Pokémon with a hexadecimal identifier of 1EF (495), known as "Bad Egg", encountered in battle within Pokémon Diamond and Pearl.

"Bad EGGs", as they are known in the Generation III Pokémon games and later "Bad Egg" in the Generation IV games are error handlers.

In Generation III, they appear for Pokémon that do not have a correct checksum value (which is stored in its own byte). The checksum is computed by adding all unencrypted values of the 'data' section of the Pokémon data structure one word (two bytes) at a time. If the actual checksum does not match the checksum value, the Pokémon will be interpreted as a Bad EGG, and if a hex:0000 ?????????? was interpreted as a Bad EGG, it will appear as a Bad EGG with an invisible icon.

Simply changing the personality value of a Pokémon rather than its data substructures can also turn Pokémon into Bad EGGs, probably due to the substructure order being changed due to a different modulo value.

Like ordinary Eggs, Bad EGGs in Generation III under normal circumstances can never be released, however, they can be released with the inverse cloning glitch. When the player attempts to view a Bad EGG's summary screen the game will not give the details of the Pokémon inside but rather, the game will bring up an 'Egg' summary screen, showing its 'state' (an indicator of how long it'll take to hatch the Egg) and 'trainer memo' (origin).

Regardless of what the trainer memo says, a Bad EGG will never hatch; only a normal Egg can hatch. [citation needed]

In non handheld Pokémon games

File:BadEggPBR.png
A Bad Egg being defeated by a Chimchar in Pokémon Battle Revolution. Note the distinctive brown spots instead of the usual green.

It is notable that Bad EGGs appear in Pokémon Battle Revolution. In this game, unless the player turns the narrations off the game will crash when a Bad Egg is sent into battle, probably because there is no voice file for announcing the Bad EGG's name.

Reportedly, if a Pokémon with an EV total greater than 510 is uploaded on to Pokémon Battle Revolution, the game will render that Pokémon as a Bad Egg.[citation needed]

In Generation IV

As a Pokémon species

Main article: GlitchDex/DP:495

Unlike in the third generation of Pokémon games, Bad Eggs actually have their own defined identifier of 495 (1EF) for a Pokémon species. If such a 'Pokémon' if encountered in the wild by the use of a cheating device, it will have Splash as its only move.

In Generation VI

Though Bad Eggs probably do not exist in Pokémon X and Y, "Mystery Eggs" marked as originating from the Mystery Zone have appeared in the PC boxes of some players of Pokémon X and Y. They also have an obtained date of '0/0/2000'.