Chaotic glitches: Difference between revisions

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*Glitches relying on specific hardware or CPU timing (example: [[Viridian Forest 0xF8FF glitch]]).
*Glitches relying on specific hardware or CPU timing (example: [[Viridian Forest 0xF8FF glitch]]).
*SRAM corruption from glitch Pokémon sprites involves the sprite decompression subroutines and results in data this is difficult to predict.
*SRAM corruption from glitch Pokémon sprites involves the sprite decompression subroutines and results in data this is difficult to predict.
**The effects of encountering non-fossil/ghost [[MissingNo.]] in Pokémon Yellow, also known to have been inaccurately emulated by VisualBoyAdvance (see also: [[stable unstable MissingNo.]]; a technique exploiting clearing the SRAM with Up+Select+B first, before encountering a MissingNo. or performing any glitch which corrupts the SRAM).
*Glitches relying on a frame/'sub-frame' not accounted for by the emulator.
*Glitches relying on a frame/'sub-frame' not accounted for by the emulator.
*The [[OAM corruption glitch]] (if not properly emulated).
*The [[OAM corruption glitch]] (if not properly emulated).