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Glitch City RAM manipulation (buffer overflow techniques): Difference between revisions

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Sometimes these can be combined (for example, the first two can be combined with a screen saving glitch item)
 
*Manipulation of D35E/D36F (top-left block pointer) to print a limited number of desired sub-tiles for CD6D>CF4B buffer-based abuse. The available sub-tiles depend on the index number of the block, and the tileset for those blocks.
**In [[Super Glitch (Generation I)|Super Glitch]], this is also both CD6D>CF4B buffer-based abuse CD6D>D0E1 buffer-based abuse, taking the lengths of moves from the fight menu into account.
*Exploiting the routine to print text (e.g. in glitch item names with control characters, and unterminated name glitch items)
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