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Out of bounds: Difference between revisions

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(→‎Accessing out of bound areas: Well, TIL the Safari Zone escape glitch city is an OOB glitch city.)
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If the player tries to directly step out of bounds by [[walking through walls]], the game will try to load the connecting map when the player goes onto a tile with:
 
* X = -1 (0xFF);
* X = map-1 width(0xFF);
* YX = -1map (0xFF)width;
* Y = map-1 height.(0xFF);
*Y = map height.
 
This happens even if there isn't a connecting map in the corresponding direction. In this case the game will try to load map 255 (0xFF), which usually causes a freeze. Therefore, the tiles on those four boundaries are known as "freeze tiles". Since all the conditions are equality checks, the freeze tiles only form a one-tile thick barrier, but it still stops the player from directly stepping out of bounds.
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===Properties===
The map connection tiles or "freeze tiles" divide the entire map space into four quadrants (those names are coined by TheZZAZZGlitch):
 
* Mainland quadrant (in bound);
* [[Phantom City|PhantomMainland quadrant]] (X coordinate out ofin bound);
* [[Out of bounds GlitchPhantom City (Generation I)|Glitch cityPhantom quadrant]] (YX coordinate out of bound);
*[[Out Phantomof glitchbounds cityGlitch quadrantCity (bothGeneration XI)|Glitch andcity quadrant]] (Y coordinate out of bound).;
*Phantom glitch city quadrant (both X and Y out of bound).
 
Note that stepping from the "wrong" side onto a map connection tile still triggers the map connection or freeze. Below, we will use the word "go" liberally even though stepping over the boundary doesn't work.
 
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The properties of the base map in out of bound areas is related to the "tile block map". To save on space, the map data in the ROM is actually not stored as tiles, but as "tile blocks", which are 2*2 block of tiles. Each tile block is represented by a single byte, which are translated into tiles only when they are displayed on screen. The translation rules depend on the current tileset.
 
The tile block map must be loaded into the RAM, because it may be changed by the player cutting down trees. Furthermore, there is a 3 block "padding" in each direction, so that the player doesn't see invalid data when they stand near the boundary of the in bound area. If the there are any map connections, the "preview" of connecting maps are also loaded into the tile block map. Therefore, each row in the tile block map consists of (w/2 + 6) bytes, where w is the width of the map in tiles.
 
Since the rows are stored consecutively in the tile block buffer, this means going east (w/2 + 6) blocks is equivalent to going south one block, as far as the tile block map is concerned. Therefore going east that far gives the player a Phantom City, shifted by two tiles. The Phantom City has no warps, signs, or NPCs, because their positions are recorded as coordinates, and have nothing to do with the tile block map.
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It is possible to go out of bounds using cheats in Generation III for a few steps, with no noticeable effects :
 
# With a walk through walls cheat code enabled, go inside of the Contest Building in Lilycove City.
# Talk to the leftmost attendant either directly facing her, from the left, or from behind and enter a contest.
# The player will then walk into the black void behind the door, but unlike both previous generations, nothing will happen.
# After the player passes through the dialog, they will enter the contest normally.
 
==In [[bp:Generation IV|Generation IV]]==
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Generation I core series:
 
*010138CD
 
Pokémon Gold and Silver:
 
*0108A3CE
*0108A4CE
*0108A5CE
*0108A6CE
 
Pokémon Crystal (thanks Xwingcmdr):
 
*0100FAC2
*0100FBC2
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#[http://www.youtube.com/watch?v=x7x6z1m8BZQ Action Replay DS: Pokemon Diamond & Pearl Walk Anywhere - Youtube].
#[http://www.youtube.com/watch?v=p3X1wckfPNE Going out of bounds in Pokémon Crystal via a cheat, and getting the "This Game Pak is designed only for use on the Game Boy Color." message - Youtube].
 
[[Category:Generation I glitches]]
[[Category:Generation IV glitches]]
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