Glitch encounter systems (0xD05A/0xD059)

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Revision as of 22:34, 1 February 2010 by >Torchickens
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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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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.

Battle system #4 (03) (Pokémon Red/Blue only)

This battle system has the equivalent hexadecimal identifier to an existing 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.

Battle systems #5 (04) to #255 (FF) (starting from #6 in Pokémon Yellow)

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.

See also

  1. Unused battle system (Yellow)