ItemDex/RB:085: Difference between revisions
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==Hall of Fame corruptions== |
==Hall of Fame corruptions== |
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As demonstrated by TheZZAZZGlitch, with a series of Hall of Fame corruptions, it is possible to manipulate the data within the program counter area of B1F (beginning at SRAM:A7D0). If the corruptions are due to sprite decompressions from [[glitch Pokémon]] (as viewed from the Pokémon summary in the party; as this opens SRAM specifically in the un-banked area), the outcomes are chaotic (which while technically deterministic are based on the subroutine used to decompress a Pokémon sprite extrapolated further into SRAM than intended). |
As demonstrated by TheZZAZZGlitch, with a series of Hall of Fame corruptions, it is possible to manipulate the data within the program counter area of B1F (beginning at SRAM:A7D0). If the corruptions are due to sprite decompressions from [[glitch Pokémon]] (as viewed from the Pokémon summary in the party; as this opens SRAM specifically in the un-banked area), the outcomes are [[List of relatively chaotic means of memory corruption|chaotic]] (which while technically deterministic are based on the subroutine used to decompress a Pokémon sprite extrapolated further into SRAM than intended). |
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As the process is complex, viewing certain glitch Pokémon sprites without further knowledge can be viewed as an elaborate pseudo-random number generator, if the initial SRAM is interpreted as a 'seed' (pseudo-random as given the sprite pointer of a glitch Pokémon is not from RAM or SRAM itself, the input SRAM would in theory always produce the same output SRAM). |
As the process is complex, viewing certain glitch Pokémon sprites without further knowledge can be viewed as an elaborate pseudo-random number generator, if the initial SRAM is interpreted as a 'seed' (pseudo-random as given the sprite pointer of a glitch Pokémon is not from RAM or SRAM itself, the input SRAM would in theory always produce the same output SRAM). |