GlitchDexJP/Y:217 (v1.0): Difference between revisions

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It is a hybrid of Nidoking.
It is a hybrid of Nidoking.


This glitch Pokémon is significantly different in the v1.1, v1.2 and v1.3 releases of the game (see [[GlitchDexJP/Y:217 (v1.1+)]]), due to belonging to a different family, resulting in different sprites, starting moves and other 'base stat data structure' data.
This glitch Pokémon is significantly different in the v1.1, v1.2 and v1.3 releases of the game (see [[GlitchDexJP/Y:217 (v1.1+)]]), due to belonging to a different [[Glitch Pokémon family|family]], resulting in different sprites, starting moves and other 'base stat data structure' data.

==Detailed explanation for differences==
''See also: [[Pokémon Yellow]]''

Specifically, the memory address 0xD0E3 is loaded, decremented and used as an offset for the <code>PokedexOrder</code> table at 10:682D. The offset will depend on the index number of the Pokémon minus one; in this case 0xD8. As (10):682D+D8=6905, this is the pointer for ▼たネ゙ゃヂ's Pokédex number (or offset 0x42905).

It lands in the middle of <code>EmotionBubble</code> code for a <code>call 1622</code> instruction, responsible for adding the correct emotion bubble graphics and the assigning the number of tiles to replace in VRAM. Specifically, the 0x22 (dec:34) is what defines the Pokédex number (family). In v1.1 and later, the location of this routine was changed; hence the relevant instruction at 10:6904 became <code>call 1628</code> with again the 0x28 (dec:40) at 10:6905 defining the family.

Additional side effects are due to how glitch Pokémon families and the [https://iimarckus.org/i/missing-number/ base stats data structure] works, such as the sprite pointer being retrieved for Nidoking (Wigglytuff in v1.1) but not the sprite bank.


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