Jump to content

Game freeze: Difference between revisions

(→‎Technical details: Japanese Red/Green/Blue (all revisions) and Yellow (v1.0))
 
Line 20:
In most games, the stack begins at the top of the WRAM ($DFFF) and grows downwards (i.e. the address decreases), so the entire WRAM is corrupted first, followed by the SRAM (which may be locked, and is also subject to banking) and the VRAM (which is subject to [[VRAM inaccessibility]]). To complicate matters, the VBlank interrupt works normally in this process, which may copy some of the corrupted WRAM data to the VRAM, or otherwise use the corrupted WRAM data (e.g. try to play sound from a [[glitch sound bank]]). Sometimes, the screen will show a bar freeze pattern for a split second before turning blank<ref>For an example, see the video [https://www.youtube.com/watch?v=xuEsiyyYwVk&t=522s Pokémon R/B/Y: What's "out of bounds"? (at 8:42)] by TheZZAZZGlitch.</ref>.
 
In {{RGBY}} (Japanese), the <code>rst $38</code> instead points to a <code>jp F080</code> (Echo RAM for D080), and [https://www.youtube.com/watch?v=uqXU3MMAhOc arbitrary code execution has been verified]. This was changed to point to another <code>rst $38</code> like in the English versions from Rev 1 of Japanese Pokémon Yellow and up. In every other known Japanese revision of Red/Green/Blue it is <code>jp F080</code>.
 
===Black screen freeze===
Cookies help us deliver our services. By using our services, you agree to our use of cookies.