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Bad sprite: Difference between revisions

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Most commonly in {{RBY}} the sprite will affect the SRAM and possibly [[Hall of Fame corruption|corrupt the Hall of Fame]].
 
A bad sprite that causes a [[glitch battle]] is typically due to bad sprite dimensions. A dimension of x0 (apparently it is effectively x256) in width or height will result in the game unpacking a huge sprite. As part of unpacking the sprite, data is temporarily stored [https://github.com/pret/pokeyellow/blob/05925cba37019d93f1c847015f4fbc1de110c200/sram.asm in bankless portions of SRAM] but it is possible for a buffer overflow when later areas of SRAM are touched (the reason encountering [[MissingNo.]] results in a saving message on Stadium Game Boy Tower). Furthermore, glitch Pokémon with both width 0 and height 0 will typically corrupt the memory even further; exceeding the end of SRAM in the memory map (SRAM ranges from A000-BFFF) and touching C000 and beyond; the beginning of WRAM.
 
Certain glitch Pokémon including Yellow [[MissingNo.]], {{gdex|Y:191|4 4 (hex:BF)}} and {{gdex|Y:237|4(h4? (hex:ED)}} can corrupt the current battle (an effect known as a [[glitch battle]] not to be confused with a [[glitch encounter system]]) in ways such as corrupting what is on the screen or causing [[glitch audio|glitch music]]. Occasionally, they will corrupt bytes in memory that will lead to freezes; such as C0EF/C0EF (the audio ROM bank and the saved copy of it, where the only valid sound banks are 02, 08, 1F, 20 (Yellow only) and any other sound bank will lead to [[glitch sound command]]s which typically freeze the game).
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