Party scrolling memory corruption: Difference between revisions
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'''Party scrolling memory corruption''' is a glitch in {{RGBY}} documented by TheZZAZZGlitch (and Evie for the
If the player does not want to use the [[expanded party]], they can try the method described in [[no expanded party international Select glitching]] (currently allows for Pokémon 235-) even if the player doesn't have over 6 Pokémon, but without swapping the Pokémon.
==Description==
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#CCDX
#CCEX
#CCFX
#CD0X
#CD1X
#CD2X
#CD3X
#CD4X
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#D2FX
==Placement of the cursor tile==
{{incomplete}}
The game writes 0xED to C3B4 (slot 1), C3DC (slot 2), C404 (slot 3), C42C (slot 4), C454 (slot 5) and C47C (slot 6). Slots beyond slot 6 continue in this pattern (address +0x28) each time.
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Latest revision as of 13:00, 5 December 2021
Party scrolling memory corruption is a glitch in Pokémon Red, Green, Blue, and Yellow documented by TheZZAZZGlitch (and Evie for the cursor tile corruption). Note it may function differently in the Japanese versions.[clarification needed]
If the player does not want to use the expanded party, they can try the method described in no expanded party international Select glitching (currently allows for Pokémon 235-) even if the player doesn't have over 6 Pokémon, but without swapping the Pokémon.
Description
Using this glitch, simply leaving the cursor on a Pokémon beyond slot 6 will attempt to animate its menu sprite and corrupt memory addresses; making it a useful application to change a good portion of RAM addresses, and potentially aid in setting up applied glitches (such as changing the moves of a party Pokémon).
The Pokémon will animate at a certain rate (perhaps depending on how much HP it has). Every time the Pokémon animates, the memory address representing its tile number will increase by 0x40 with respect to exceeding 0xFF will loop the value back to 0x00; so three different corruptions of the original are possible (+0x40, +0x80 or +0xC0) modulo 256 depending on when the player chose to exit the selected Pokémon.
If the desired memory address to corrupt is far away, the player can choose to scroll quickly to try not to corrupt memory addresses before it.
Corruptible memory addresses
Without modification, the addresses modified will always end in 2, 6, A, or E (changes to the address with 2, 6, A and E may occur all at once). The available memory addresses are as such.
To find the address without the list, do C2F+n where n=1 for the first Pokémon (ignoring the last digit) and then reconsider the last digit; so for instance, C2F+FF=D2E, which means Pokémon 255 will corrupt D2E2, D2E6, D2EA and D2EE.
To find the cursor position of the Pokémon needed from an address without the list, subtract the address (with the last digit (X) removed) from C2F.
- C30X
- C31X
- C32X
- C33X
- C34X
- C35X
- C36X
- C37X
- C38X
- C39X
- C3AX
- C3BX
- C3CX
- C3DX
- C3EX
- C3FX
- C40X
- C41X
- C42X
- C43X
- C44X
- C45X
- C46X
- C47X
- C48X
- C49X
- C4AX
- C4BX
- C4CX
- C4DX
- C4EX
- C4FX
- C50X
- C51X
- C52X
- C53X
- C54X
- C55X
- C56X
- C57X
- C58X
- C59X
- C5AX
- C5BX
- C5CX
- C5DX
- C5EX
- C5FX
- C60X
- C61X
- C62X
- C63X
- C64X
- C65X
- C66X
- C67X
- C68X
- C69X
- C6AX
- C6BX
- C6CX
- C6DX
- C6EX
- C6FX
- C70X
- C71X
- C72X
- C73X
- C74X
- C75X
- C76X
- C77X
- C78X
- C79X
- C7AX
- C7BX
- C7CX
- C7DX
- C7EX
- C7FX
- C80X
- C81X
- C82X
- C83X
- C84X
- C85X
- C86X
- C87X
- C88X
- C89X
- C8AX
- C8BX
- C8CX
- C8DX
- C8EX
- C8FX
- C90X
- C91X
- C92X
- C93X
- C94X
- C95X
- C96X
- C97X
- C98X
- C99X
- C9AX
- C9BX
- C9CX
- C9DX
- C9EX
- C9FX
- CA0X
- CA1X
- CA2X
- CA3X
- CA4X
- CA5X
- CA6X
- CA7X
- CA8X
- CA9X
- CAAX
- CABX
- CACX
- CADX
- CAEX
- CAFX
- CB0X
- CB1X
- CB2X
- CB3X
- CB4X
- CB5X
- CB6X
- CB7X
- CB8X
- CB9X
- CBAX
- CBBX
- CBCX
- CBDX
- CBEX
- CBFX
- CC0X
- CC1X
- CC2X
- CC3X
- CC4X
- CC5X
- CC6X
- CC7X
- CC8X
- CC9X
- CCAX
- CCBX
- CCCX
- CCDX
- CCEX
- CCFX
- CD0X
- CD1X
- CD2X
- CD3X
- CD4X
- CD5X
- CD6X
- CD7X
- CD8X
- CD9X
- CDAX
- CDBX
- CDCX
- CDDX
- CDEX
- CDFX
- CE0X
- CE1X
- CE2X
- CE3X
- CE4X
- CE5X
- CE6X
- CE7X
- CE8X
- CE9X
- CEAX
- CEBX
- CECX
- CEDX
- CEEX
- CEFX
- CF0X
- CF1X
- CF2X
- CF3X
- CF4X
- CF5X
- CF6X
- CF7X
- CF8X
- CF9X
- CFAX
- CFBX
- CFCX
- CFDX
- CFEX
- CFFX
- D00X
- D01X
- D02X
- D03X
- D04X
- D05X
- D06X
- D07X
- D08X
- D09X
- D0AX
- D0BX
- D0CX
- D0DX
- D0EX
- D0FX
- D10X
- D11X
- D12X
- D13X
- D14X
- D15X
- D16X
- D17X
- D18X
- D19X
- D1AX
- D1BX
- D1CX
- D1DX
- D1EX
- D1FX
- D20X
- D21X
- D22X
- D23X
- D24X
- D25X
- D26X
- D27X
- D28X
- D29X
- D2AX
- D2BX
- D2CX
- D2DX
- D2EX
- D2FX
Placement of the cursor tile
This article is incomplete. Please feel free to add any missing information about the subject. It is missing: {{{1}}}. |
The game writes 0xED to C3B4 (slot 1), C3DC (slot 2), C404 (slot 3), C42C (slot 4), C454 (slot 5) and C47C (slot 6). Slots beyond slot 6 continue in this pattern (address +0x28) each time.
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