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Glitch Dimension: Difference between revisions
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In Pokémon Red and Blue the invalid maps with identifiers of ED (237), EE (238), F1 (240), F2 (241) F3 (242), F4 (243), F9 (249), FA (250), FB (251), FC (252) and FD (253) are affected by this phenomenum. To force the game into taking the player into one of these invalid maps, when entering a door, players may enter the GameShark code 01XX5ED3 in Pokémon Red and Blue using any of the mentioned identifiers above. The equivalent GameShark code for Pokémon Yellow is 01XX5DD3; but in this version, only the identifiers F9-FD will give this effect, because although maps ED, EE, F1, F2, F3 and F4 are invalid, extra data from Pokémon Yellow will contribute to how the game loads map data. Interestingly, those maps do not crash, and the game attempts to load a '[[cycling based glitch map]]'
Once a black screen is displayed, the player should turn the code off, to prevent a '[[
===Procedure (Glitch Dimension 2) - Invalid interface data independant to the overworld===
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For example; when the game attempts to manage the animation frame of Pikachu in the opening screen of Pokémon Yellow, some of these values, if they are greater than 01 (i.e. the {{Explain|second frame|The first frame uses the value 00 (hexadecimal)}}), the game will either freeze or restart itself but fail to reload the correct palette. The player could use the GameShark code 01XX26C5 to directly change the animation frame, 02 is one example which frequently triggers a Glitch Dimension, depending on how the game's ROM image is managed. Another example is when the game attempts to draw invalid points data for when Pikachu lands in Pikachu's Beach. Some of these identifiers, such as F8 will trigger a glitch dimension, whilst other values such as AA tend to freeze the game; the value of the address can be changed by the gameshark code 01XXD9C5.
[[Category:Glitch regions]]
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