Glitch items may have special uses (in Generations I and II), different names (in Generation I and to an extent Generation II) and Poké Mart buy and sell price data.
Glitch items may have special uses (in Generations I and II), different names (in Generation I and to an extent Generation II) and Poké Mart buy and sell price data.
Some glitch items such as "9F" (hex:5E) in {{RB}} or {{Y}}, or "RIVAL'S" (hex: A2) in Red and Blue, or "o" (hex:94) in Yellow or always have the same use(s).
Some glitch items such as "9F" (hex:5E) in {{RB}} or {{Y}}, or "RIVAL'S" (hex: A2) in Red and Blue, or "o" (hex:94) in Yellow always have the same use(s).
Other glitch items execute data in writable memory, with a select few glitch items such as such as "8F" in {{RB}} (hex:5D) and "ws m" in {{Y}} (hex:63) being ideal for =[[arbitrary code execution]].
Other glitch items execute data in writable memory, with a select few glitch items such as such as "8F" in {{RB}} (hex:5D) and "ws m" in {{Y}} (hex:63) being ideal for =[[arbitrary code execution]].
Revision as of 00:01, 16 November 2016
Glitch items are invalid items in the Pokémon games. Unavailable items such as Pokémon FireRed and LeafGreen key items in é may also be considered to be glitch items, as well as unused/unavailable items such as ????? (hex:07) and BoulderBadge (hex:15) — see unused items.
Glitch items may have special uses (in Generations I and II), different names (in Generation I and to an extent Generation II) and Poké Mart buy and sell price data.
Some glitch items such as "9F" (hex:5E) in Pokémon Red and Blue or Pokémon Yellow, or "RIVAL'S" (hex: A2) in Red and Blue, or "o" (hex:94) in Yellow always have the same use(s).
Examples of particularly useful glitch items include:
Name
Index number (hexadecimal)
Index number (decimal)
Game
Uses
j.
00
0
Pokémon Red and Blue
One of the most common glitch items, which can be sold for a high price of 414925 Pokédollars.
#×##
00
0
Pokémon Yellow
One of the most common glitch items, which can be sold for a high price of 414925 Pokédollars.
CascadeBadge
16
22
Pokémon Red, Blue, Yellow
Throw a rock and double a wild Pokémon's catch rate.
8F
5D
93
Pokémon Red and Blue
Arbitrary code execution (initially runs D163; Pokémon data)
9F
5E
94
Pokémon Yellow
Reload a map and bring graphics back to normal after a Super Glitch induced Glitch City.
9F
5E
94
Pokémon Red and Blue
Restart a Trainer battle. Partially escape from a wild battle (useful for LOL glitch). Overflowing the stack.
かいがらバッヂ (Shell Badge)
63
99
Pokémon Yellow (Japanese)
Arbitrary code execution (initially runs D9B2; stored Pokémon data).
ws m
63
99
Pokémon Yellow
Arbitrary code execution (initially runs DA7F; stored Pokémon data).
なかよしバッヂ (FriendBadge)
67
103
Pokémon Red, Green, and Pokémon Blue (Japanese)
Arbitrary code execution (initially runs D983, number of Safari Balls and the Day Care data, stored Pokémon data which follows. A special Day Care Pokémon name can be used to redirect the code directly to a location of the player's choice, otherwise if there is no Safari Ball/Day Care data, stored Pokémon data can be used like English Yellow's ws m and English Red/Blue's -g m.
-gm
6A
106
Pokémon Yellow
Restart a Trainer battle. Partially escape from a wild battle (useful for LOL glitch)
-g m
6A
106
Pokémon Red and Blue
Arbitrary code execution (initially runs DA47; in which Safari Zone data and Day Care data follows. If this is blank; code will 'fall through' to DA80; stored Pokémon data).
Lg-
6E
110
Pokémon Yellow
Restart a Trainer battle. Partially escape from a wild battle (useful for LOL glitch) Make walking Pikachu stay (useful for Pikachu off-screen glitch).
?????
7
7
Pokémon Red, Blue, Yellow
Acts outside of battle like using the field move Surf. Can also be used to change to the wrong music bank inside of a battle if used in a battle facing water.
(blank)
78
120
Pokémon Red and Blue
Restart the music. Change to an overworld (02, 1F) sound bank from the sound bank (08). Play the music with ID at D35B with bank at D35C (D35B, D35C can be manipulated with expanded items pack).
てへ
7B
123
Pokémon Red and Green
Arbitrary code execution (initially runs D806; wild Pokémon data or temporary player name storage for the old man battle). Unterminated name glitch item in Red/Green v1.1
え゙円にグぅ4えやけぼ
7B
123
Pokémon Blue (Japanese)
Unterminated name glitch item in Red/Green v1.1. Arbitrary code execution (initially runs D806; wild Pokémon data or temporary player name storage for the old man battle).
8 8
7C
124
Pokémon Red and Blue
Create encounter chains from a Trainer escape glitch encounter by using it when the menu pops up in a specific map. Must be used indirectly via unterminated name item glitch, or in combination with a unterminated name item, to avoid a freeze when CFC4 is odd.
PC
80
128
Pokémon Red and Blue
Unterminated name lagless glitch item (useful for LOL glitch). Hex:00 item effect freeze.
2pゥ
92
146
Pokémon Yellow
Unterminated name lagless glitch item (useful for LOL glitch). Acts as an Ultra Ball.
o
94
148
Pokémon Yellow
Activate the Rival's effect. Otherwise if used on a Pokémon may act like an Awakening.
RIVAL'S
A2
164
Pokémon Red and Blue
Activate the Rival's effect. Otherwise if used on a Pokémon may acts like an item with no noticeable effect.
Note that Teru-Sama items which are not Teru-Sama in Crystal are the key items "Clear Bell" (hex:46), "GS Ball" (hex:73), "Blue Card" (hex:74) and "Egg Ticket" (hex:81) respectively.
Additionally, all of the normal TMs and HMs will serve as glitch items when used outside of the TM/HM pack, due to having invalid execution pointers.
Below are a number of useful TMs and HMs to use outside of the relevant pocket.
Executes arbitrary code from FA10 (Echo RAM for DA10, which is somewhere in the expanded Balls pocket. If "(item) x195", "Star Piece x 252" (represents C3 84 FB - a jump to FB84, box 4 name character 2) are stored at DA0F, then this will serve as a bootstrap code to stored box Pokémon names.
CE
206
TM15
Crystal (English)
Executes arbitrary code from FA10 (Echo RAM for DA10, which is somewhere in the expanded Balls pocket.
D0
208
TM17
Crystal (English)
Executes arbitrary code from FA47 (Echo RAM for DA47, which is somewhere in the expanded Balls pocket.
D4
212
TM21
Crystal (English)
Executes arbitrary code from FA69 (Echo RAM for DA69, which is somewhere in the expanded Balls pocket; like TM21.
D8
216
TM25
Crystal (English)
Executes arbitrary code from FA69 (Echo RAM for DA69, which is somewhere in the expanded Balls pocket; like TM25.
D8
216
TM25
Gold/Silver (English)
Executes arbitrary code from FA6A (Echo RAM for DA6A, and DA6A is the least significant Defense EV byte of the second Pokémon in the party. The Speed EVs word follows, and the player can make a jump to somewhere more useful (via C3 yy xx). This may be possible without trading, but getting the exact EVs would be tedious and it would be hard to keep track of them without a memory viewer. Through arbitrary code execution in Pokémon Red, Blue, and Yellow, the second Pokémon may be manipulated to have Defense and Speed EV values that the player desires.
E1
225
TM33
Crystal (English)
Executes arbitrary code from F418 in Echo RAM (essentially D418); the third character of the fifth enemy Pokémon's nickname. Through arbitrary code execution in Pokémon Red, Blue, and Yellow, the player may rename this Pokémon to include a jump instruction (e.g. to C3 F2 D8 bytes which reads jp D8F2, i.e. jumps to the first item in the item storage system).
EF
239
TM47
Gold/Silver (English)
Allows the player to offset their position on the map, as documented here.
There are many glitch items in these games named "????????" with no apparent use other than for arbitrary code execution setup. The hex:FFFF "????????" can be distinguished for having the 'return to menu' sprite as its sprite.
One way of obtaining them with the Pomeg corruption glitch is through corrupting the in-game trade Pokémon DOTS the Seedot with Defense and Speed EVs spelling out the index number of the desired items with at least 1 HP EV (so it isn't corrupted into an empty space).