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Chaotic glitches: Difference between revisions

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*[[Move 0x00 corruption (Generation I)|- (CoolTrainer♀-type)]]'s internal name (as accessed by the buffer and displayed by PP restoring items) has a degree of 'randomness' and is influenced by the layout and frequency of 0x50 terminated strings in the memory map. The reason for this is because the game searches for name strings beginning with 0x50, but for glitch moves this search can extend past the end of the ROM bank (4000-7FFF).
**This also applies to [[Super Glitch]] moves from 0xA7 onward (note 0xA6 always has over 20 characters in its name; causing the buffer overflow effect - later glitch move names are expected to land in areas of RAM with seemingly random names), however on older versions of VisualBoyAdvance, glitch move 0xA7's name will typically always be "qq" due to incorrect emulation of VRAM inaccessibility and the E0 E0 50 bytes at 0x83C5. VRAM, SRAM and WRAM are the start of non-ROM regions that can be searched (in that order).<ref>[https://archives.glitchcity.info/forums/board-107/thread-6992/page-2.html Glitch City Laboratories Archives - CoolTrainer (and non hex_00hex:00 Super Glitch) yields documentation thread - Page 3 - Post by TheZZAZZGlitch]</ref>
*In Pokémon and Green, [[ItemDexJP/RG:000|item 0x00]] has a seemingly random name as well, but research is currently incomplete.
*[[Arbitrary code execution]] will typically run a region of [[RAM]] as code; for this reason, changing one byte will change an entire opcode or operand; the effects can be very different, and can be affected by lots of seemingly unrelated factors other than them being variables in the RAM (anything from for instance Pokémon, to items, to play time, to states or movements on the overworld can be included as a requirement for the code). Additionally, the structure of the [http://gameboy.mongenel.com/dmg/asmmemmap.html memory map] is not necessarily organised for the player (for example, while inventory structures for the item and quantities (D31E-D346 (-1 in Yellow) go on in a continuous order, some data pertaining to various parts of the game is located further on (D347+), and Pokédex flags further back (D2F7-D31C (-1 in Yellow). The program counter can also attempt to run Echo RAM, HRAM (hardware RAM such as the zero page and I/O registers), SRAM, VRAM. For [[unintended ROM code execution]], the game will also have no way of distinguishing data from code.
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