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A [[closed menu Select glitch]] involving pressing Select on an item, closing the menu and pressing A on a Pokémon can actually be understood as swapping Pokémon in the expanded party. The cursor position while on the items menu represents one Pokémon to swap (e.g. if on item 2, Pokémon 2 is going to be swapped) and the player's actual selection on the party menu as another (e.g. pressing A on the first party Pokémon would swap it, as expected). In order to predict how a Select glitch will work the player can analyse the data above or use a [[debugger]]).
==In dokokashira door glitch==
The [[dokokashira door glitch]] allows corruptions when walking on the overworld from Pokémon (including those beyond slot 6) exceeding the value stored as the size of the party at D123. It may be useful to analyse the expanded party for the [[dokokashira door glitch]] (such as by referring to the starting addresses of a slot beyond slot 6 above) to identify a Pokémon beyond slot 6 with the following criteria:
 
It may be useful to analyse the expanded party for the dokokashira door glitch (such as by referring to the starting addresses of a slot beyond slot 6 above) to identify a Pokémon beyond slot 6 with the following criteria:
*The Pokémon's status address defines it as poisoned; so the memory corruption can occur every four steps.
 
**The status address is located +4 from the start of any slot Pokémon's main structure data (including beyond slot 6) (typically F337 (Echo RAM for D337) from party Pokémon 199 for the 'door warp' effect).
*The Pokémon's status address defines it as poisoned; so the memory corruption can occur every four steps. Note that in the case of this glitch, the poison screen transition/sound effect may not occur but the Pokémon is still poisoned.
**The status address is located +4 from the start of any slot Pokémon's main structure data (including beyond slot 6) (typically F337 (Echo RAM for D337) from party Pokémon 199 for the 'door warp' effect).
***Typically F337 (Echo RAM for D337) from party Pokémon 199 for the 'door warp' effect. Entering Pallet Town is a 'good' value; setting the address to 0x0C. Since bit 0x3 is set (in addition to bit 0x2) for 0x0C, the "poison" effect is active. If the poison is not active, the wrong warp won't change.
 
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*The Pokémon's current HP address is greater than 0.
**The current HP addresses are located +1 and +2 (because current HP is stored in two bytes, from 0-65535) from the start of any slot Pokémon's main structure data. (typically F335 (Echo RAM for D335) from party Pokémon 199 for the 'door warp' effect)
***Typically F335 (Echo RAM for D335) from party Pokémon 199 for the 'door warp' effect. If the current HP is equal to 0, the dokokashira warp won't change; it will remain at Pallet Town. In fact, the value of D335 ''is'' the warp destination (except for the door IDs/warps that change D335 to the current location). If D334 is greater than 0, there is an exception to the rule; as a two-byte value this means for every 256 steps D334 is reduced by 1 and D335 becomes 0xFF - if this is achieved higher map IDs (such as Lorelei's Pokémon League room) are possible.
*There should be no 0xFF bytes before the target Pokémon (for the typical 'from a new game' method, an exception is the initial misplaced 0xFF terminator in slot 1).
*There must be no 0xFF before and after a certain point (before D1EA (party Pokémon 199) and after D124 (party Pokémon 1) for the 'door warp' effect).
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