Glitch encounter systems (0xD05A/0xD059): Difference between revisions

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(New page: Within Pokémon Red, Blue and Yellow one particular byte corresponds to what type of battle system the game will use when the player encounters a wild Pokémon. These normally include batt...)
 
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{{Misc R/B}}
Within Pokémon Red, Blue and Yellow one particular byte corresponds to what type of battle system the game will use when the player encounters a wild Pokémon. These normally include battle systems such as a normal wild Pokémon battle, the battle system used in the safari zone and the old man attempting to catch a Pokémon, however there are a number of glitch battle systems within the game but only two are known to have unique effects.
[[File:7F encounter system.png|frame|right|Getting the message that a 'Pokémon' is already out when no Pokémon was sent out in Pokémon Red and Blue.]]
'''Glitch encounter systems''' can be found in Pokémon Red, Blue and Yellow.


The address D05A (D059 in Yellow) manages one kind of 'encounter system', and valid battle systems include a normal wild Pokémon battle (hex:00), the old man attempting to catch a Pokémon (hex:01), a Safari Zone battle (hex:02), the [[unused encounter system (Yellow)|unused encounter system in Pokémon Yellow]] (hex:03) and the Professor Oak battle system (hex:04).
==Battle system #4 (03) (Pokémon Red/Blue only)==


Index numbers not listed here and hex:03 in Red/Blue are for glitch encounter systems. All of them seem to share the same effect.
This battle system has the equivalent hexadecimal identifier to an existing [[unused battle system (Yellow)|unused battle system]] in Pokémon Yellow in which the player cannot make a move because it will display the message "Hurry, get away!". However the effects of its Pokémon Red and Blue equivalent appear to be purely glitch or as a value to account for coding elsewhere. When encountering a wild Pokémon it will appear at level 0 by default which may suggest that it is reading data from another byte than the ordinary one which reads the Pokémon's level. When 'FIGHT' is chosen the battle will suddenly end but then instantly start again. This is also the case for other battle options for example if 'item' is chosen the battle will suddenly end after an item is used. Like its Pokémon Yellow equivalent the player will not send out any Pokémon and instead the player's battle sprite for trainer battles will remain on the screen.


A glitch battle system can be accessed with the GameShark code 01035AD0 (Red/Blue) or 01055AD0 (Yellow).
==Battle systems #5 (04) to #255 (FF) (starting from #6 in Pokémon Yellow)==


==Effect==
The rest of the slots corresponding to unused battle systems share the same effect. For these battles when the player attempts to choose 'RUN' the game will always display 'Can't escape.' Like the fourth battle system on both games the player will not send out any Pokémon and will keep the normal trainer battle sprite throughout the rest of the battle. When the player selects 'FIGHT' nothing will happen as although the normal selection sound is made the game will not progress to the move selection screen.

The invalid battle systems work like this:

*If the player has no Safari Balls in memory, they will get the "PA: Ding-dong!" message after making an action and the encounter will end, but the player will not be warped to the Safari Zone.
*No Pokémon is sent out at first.
*The fight option does nothing.
*The player can run but has a chance of not being able to escape.
*If the player accesses the items they will be forced to used the first item, even if it doesn't work in battle, where in that case it causes an infinite loop.
*If the player heals a Pokémon, or uses an Ether/Elixer, or fails to capture a Pokémon nothing will happen and it won't be the opponent's turn afterwards.
*If the player uses an 'X' item or Guard Spec a Pokémon's name, level and health points will appear for a short period of time and disappear. Afterwards the opponent doesn't attack.
**For X items the game will raise the relevant stat if it isn't maxed. If no Pokémon was sent out, the game will say that [player name]'s stats rose.
*If the player switched to a Pokémon it will be sent out but it will still be the player's turn.
*If the player switches to the first Pokémon the game will say that a Pokémon is already out.
*No message appears, and apparently nothing happens if the player tries to switch to a fainted Pokémon and doesn't get the "(x) is already out!" message.
*If the player opens the Pokémon menu using an item, they won't be able to close it again unless the item is used.
*The enemy Pokémon will eventually run away.

==Accessing a glitch battle system without cheating==

Glitch battle system hex:7F can be accessed in Pokémon Red and Blue using the [[hooked Metapod glitch]]; which is a sub-glitch of the [[Yami Shop glitch]] with one step south of Cerulean City Mart's door as the last location the Pokédex screen, the Pokémon screen or the items pack was opened.

Though glitch battle system hex:22 can be accessed with the [[hooked Dragonite glitch]] in Pokémon Red and Blue, it is impossible to press A or B after "The hooked Dragonite" appears, so the player cannot do anything.


==See also==
==See also==


#[[Unused battle system (Yellow)]]
#[[Unused encounter system (Yellow)]]

[[Category:Terminology]]
[[Category:Generation I glitches]]
[[Category:Glitch things]]

Latest revision as of 19:31, 13 September 2018

Miscellaneous glitches of Pokémon Red and Blue and Pokémon Yellow

Amazing Man (Red and Blue only) | Cable Club escape glitch | Celadon looping map trick | Champion Blue music muting glitch | Coastal Flooding | Confusion and Substitute glitch | Cooltrainer move | Cycling based glitch maps | Escape sprite handling glitch | Evolve without an evolutionary stone (Red and Blue only) | Evolving Raichu (Red and Blue only) | Expanded item pack | Expanded Pokédex | Focus Energy glitch | Get stuck in a wall | Ghost Bicycle glitch | Glitch encounter system | Glitch City RAM Manipulation | Infinite Blaine Door | Introduction Nidorino glitch (Red and Blue only) | Invisible PCs (Red and Blue only) | Invisible tree glitch | Item stack duplication glitch | Mute the music in the Pokémon League | Partial trapping move link battle glitch | Pokémon Tower Pokédex glitch | PP underflow glitches | Recovery move glitch | Rival's effect | See a Ghost without a Silph Scope | Selfdestruct and Substitute glitch | Silph Co. PC Glitch | Slot machine glitch | Stand on a tree | Statue behavior glitch (Red and Blue only) | Super effective move AI flaw (Red and Blue only) | Super Glitch | Surf down glitch | Swift miss glitch | Transform assumption glitch | Transform Empty Move Glitch | Trick Zone | Vending machine purchase glitch | Walk around with only fainted Pokémon (Red and Blue only) | Walking lag glitch | Walk on water through Surf | Walking Pikachu happiness glitch (Yellow only) | Wild appeared! | ZZAZZ Glitch

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Getting the message that a 'Pokémon' is already out when no Pokémon was sent out in Pokémon Red and Blue.

Glitch encounter systems can be found in Pokémon Red, Blue and Yellow.

The address D05A (D059 in Yellow) manages one kind of 'encounter system', and valid battle systems include a normal wild Pokémon battle (hex:00), the old man attempting to catch a Pokémon (hex:01), a Safari Zone battle (hex:02), the unused encounter system in Pokémon Yellow (hex:03) and the Professor Oak battle system (hex:04).

Index numbers not listed here and hex:03 in Red/Blue are for glitch encounter systems. All of them seem to share the same effect.

A glitch battle system can be accessed with the GameShark code 01035AD0 (Red/Blue) or 01055AD0 (Yellow).

Effect

The invalid battle systems work like this:

  • If the player has no Safari Balls in memory, they will get the "PA: Ding-dong!" message after making an action and the encounter will end, but the player will not be warped to the Safari Zone.
  • No Pokémon is sent out at first.
  • The fight option does nothing.
  • The player can run but has a chance of not being able to escape.
  • If the player accesses the items they will be forced to used the first item, even if it doesn't work in battle, where in that case it causes an infinite loop.
  • If the player heals a Pokémon, or uses an Ether/Elixer, or fails to capture a Pokémon nothing will happen and it won't be the opponent's turn afterwards.
  • If the player uses an 'X' item or Guard Spec a Pokémon's name, level and health points will appear for a short period of time and disappear. Afterwards the opponent doesn't attack.
    • For X items the game will raise the relevant stat if it isn't maxed. If no Pokémon was sent out, the game will say that [player name]'s stats rose.
  • If the player switched to a Pokémon it will be sent out but it will still be the player's turn.
  • If the player switches to the first Pokémon the game will say that a Pokémon is already out.
  • No message appears, and apparently nothing happens if the player tries to switch to a fainted Pokémon and doesn't get the "(x) is already out!" message.
  • If the player opens the Pokémon menu using an item, they won't be able to close it again unless the item is used.
  • The enemy Pokémon will eventually run away.

Accessing a glitch battle system without cheating

Glitch battle system hex:7F can be accessed in Pokémon Red and Blue using the hooked Metapod glitch; which is a sub-glitch of the Yami Shop glitch with one step south of Cerulean City Mart's door as the last location the Pokédex screen, the Pokémon screen or the items pack was opened.

Though glitch battle system hex:22 can be accessed with the hooked Dragonite glitch in Pokémon Red and Blue, it is impossible to press A or B after "The hooked Dragonite" appears, so the player cannot do anything.

See also

  1. Unused encounter system (Yellow)