Party scrolling memory corruption: Difference between revisions

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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).
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 a memory corruption +0x40 (one corruption) or +0x80 (two corruptions) or -0x40 (three corruptions) of the original is possible depending on when the player chose to exit the selected 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.
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.