GlitchDexJP/Y:217 (v1.1+): Difference between revisions

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It is extrapolated beyond the valid end of the table, and lands in the middle of <code>EmotionBubble</code> code for a <code>call 1628</code> instruction, responsible for adding the correct emotion bubble graphics (e.g. from a Trainer's "!" bubble) and the assigning the number of tiles to replace in VRAM. Specifically, the 0x28 (dec:40) is what defines the Pokédex number (family). In v1.0, the location of this routine is different; hence the relevant instruction at 10:6904 became <code>call 1622</code> with again the 0x22 (dec:34) at 10:6905 defining the family.
It is extrapolated beyond the valid end of the table, and lands in the middle of <code>EmotionBubble</code> code for a <code>call 1628</code> instruction, responsible for adding the correct emotion bubble graphics (e.g. from a Trainer's "!" bubble) and the assigning the number of tiles to replace in VRAM. Specifically, the 0x28 (dec:40) is what defines the Pokédex number (family). In v1.0, the location of this routine is different; hence the relevant instruction at 10:6904 became <code>call 1622</code> with again the 0x22 (dec:34) 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] work, such as the sprite pointer being retrieved for Nidoking (Wigglytuff in v1.1) but not the sprite bank.
Additional side effects are due to how glitch Pokémon families and the [https://iimarckus.org/i/missing-number/ base stats data structure] work, such as the sprite pointer being retrieved for Wigglytuff (Nidoking in v1.0) but not the sprite bank.


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