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ItemDex/RB:128: Difference between revisions

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([[ItemDex|↑ Back to the ItemDex index]].)
{{ItemInfoGenI
|1=#PC(0x5A###4# control89 character) #H###Gぅァ<br>[[File:RB item 80 inventory.png]]
|2=80
|3=128
|4=00:01d1 (ROM 0)
|4=01D1
|5=Yes
|6=YesUndefined
|7=938592 (8#7#92)
|8=469296}}
|9=$21, $5b, $5a, $06, $00, $fa, $38, $cc, $fe, $ff, $ca, $dd, $42, $87, $4f, $09, $2a, $66, $6f, $e9}}
 
[[File:RBItem80.png|link=]] (hex:80) is a [[glitch item]] in {{RB}}. It is an [[unterminated name glitch item]] hence is applicable for [[Yami Shop glitch]] and other screen data exploits such as [[LOL glitch]].
 
As it is an unterminated name glitch item, it has effects associated with those items, and can be used for screen data exploits like [[LOL glitch]], [[Yami Shop glitch]] or will usually cause the [[TMTRAINER effect]] in battle.
Using this glitch item with a 0x50 sub-tile early enough on the screen both outside of and within a battle (the latter being possible with GameShark code 0150A0C3 or theoretically [[OAM DMA hijacking]]) may result in a freeze.
 
Using this glitch item with a 0x50 sub-tile early enough on the screen from both outside of and within a battle (the latter being possible with GameShark code 0150A0C3 or theoretically [[OAM DMA hijacking]]) may result in a freeze.
If it is used in battle without the aforementioned methods of keeping the 0x50 sub-tile stored early on the screen, it may cause the [[TMTRAINER effect]] instead.
 
If it is used in battle without the aforementioned methods of keeping the 0x50 sub-tile stored early on the screen, it may cause the [[TMTRAINER effect]] instead.
 
This glitch item shares its effect pointer with item $00 (#j.#).
 
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[[Category:ItemDex]]
[[Category:Unterminated name glitch items]]
[[Category:Screen data saving glitch items]]
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