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Out of bounds: Difference between revisions

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Note that these x and y positions are not absolute for the whole game world. Rather, they are specific to an individual map, and when the player enters a new map connection or warp they will be updated.
 
If there is no valid connection and the game tries to load it, the game will place the player in map 255 (hex:FF) when they step on a boundary (known as a 'freeze tile'), and a freeze may happen, (or a [[Glitch Hell]] mayon appearemulators in therunning Japanese Pokémon Red, Green and v1.0 of Yellow).
 
It is possible to appear past the boundary if the player's x position or y position is one tile greater than (for east connections and south connections) or one tile less than (for west connections and north connections) the freeze tile.
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This is possible through the [[looping map glitch trick]] (requiring a [[walk through walls]] glitch or cheat), arbitrary code execution or through a [[Glitch City (Red/Blue/Yellow)|Glitch City]], because Glitch Cities can put the player in a place with invalid coordinates.
 
If the player goes beyond an x boundary, the map will loop until x equals the west or east boundary after which the connection will be loaded, and if it was invalid a freeze or Glitch Hell (Japanese Red/Green/Yellow running on emulators) will occur. The 'copies' of the maps are called [[phantom town]]s, as warps and signs do not work there, and people cannot be found there.
 
If the player goes beyond a y boundary, they will encounter a Glitch City for a very high (very southerly) y position, and the same effects described above will happen for entering a north or south boundary.
 
If the boundary was invalid, the game will freeze (or Glitch Hell may appear in Japanese Pokémon Red, Green and Yellow running on emulators). If the boundary was valid, the relevant location will be loaded (e.g. FF in Route 3 loads Pewter City) and the coordinates will be updated.
 
===Glitch Hell===
[[File:RG Glitch Hell.png|frame|right|A Glitch Hell after stepping into the grass right of Pallet Town in Red/Green]]
Glitch Hell ([https://www.youtube.com/watch?v=pTJvPXhRnW4 video]) is a term for the effects of stepping out of bounds in Japanese Pokémon Red, Green and Yellow (v1.0 for Yellow) on emulators, where the screen doesn't turn white and map corruption occurs, including corruption of the player's sprite in Red/Green. Glitchy sounds may play there.
 
Glitch Hell has not been observed on a real Game Boy running later revisions of Red, Green and Yellow, so it is probably an emulation error. (behavior on the initial revisions is unconfirmed)
 
==In [[bp:Generation II|Generation II]]==
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