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Pokémon Gold and Silver: Difference between revisions

→‎Game-breaking glitches: Added a mention of the type 0xD0 glitch.
(Added a somewhat detailed description of main methods of breaking the game. "Checksum collision" should probably link to a more specific page but for now I'll just red link it to indicate that we want to have at least something on that topic.)
(→‎Game-breaking glitches: Added a mention of the type 0xD0 glitch.)
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An alternative starting point for breaking the game is the [[bad clone glitch]]. If performed successfully, the bad clone glitch will give the player a Pokémon with all of its main data, importantly the second species byte, being 0x00. This "bad clone" can be easily stabilized into a [[GlitchDex/GS:000|????? (0x00)]]. The game engine, especially the Pokémon storage system, is not designed to be robust against the invalid species IDs 0x00 or 0xFF, and breaks down rather easily. In particular, [[????? party overloading]] can allow the player to add a seventh Pokémon into the party, which in turn allows removing the 0xFF party list terminator. Without the party terminator, removing Pokémon from the party or inserting (with "move PkMn w/o mail") Pokémon into the party will corrupt the player's entire party data, and potentially beyond, by shifting everything up or down a byte until a 0xFF byte is found. With carefully designed exploit procedures such as the [[Celebi Egg trick]], the player can basically create any Pokémon, item, etc. with this techniques.
 
With the above techniques, the player can even create Key items as held items, which enables the [[duplicate Key items glitch]], allowing the player to access an expanded Balls pocket and set up [[Wrong pocket TMs and HMs|wrong pocket TM/HM]] ACE. HoweverAlternatively, theone biggest problem withcan thismake routeuse of breaking the gamefact isthat the bad clone glitchwill itself,have whichno is dependent on sub-frame timing and also possibly missable (needs a box that has never been full, and also depends on SRAM data that is not necessarily initialized unless the player clears the save data beforehand). An alternative methodmoves to obtaindirectly aset "badup clone",ACE and thus follow the same route without executing the actual bad clone glitch, iswith the [[Halltype of0xD0 Fame SRAMmove glitch]],. but that glitch can hardly be considered practical in any scenario: It involves entering the Hall of Fame without a save file, meaning that it does not work with any existing save file, and is too much work for breaking a brand-new save file, especially since the Coin Case route is always available.
 
However, the biggest problem with either route above of breaking the game is the bad clone glitch itself, which is dependent on sub-frame timing and also possibly missable (needs a box that has never been full, and also depends on SRAM data that is not necessarily initialized unless the player clears the save data beforehand). An alternative method to obtain a "bad clone", and thus follow the same route without executing the actual bad clone glitch, is the [[Hall of Fame SRAM glitch]], but that glitch can hardly be considered practical in any scenario: It involves entering the Hall of Fame without a save file, meaning that it does not work with any existing save file, and is too much work for breaking a brand-new save file, especially since the Coin Case route is always available.
 
There is a save corruption technique even harder than the bad clone glitch, [[checksum collision]]. Due to its dependence on both subframe-level timing and minor details of the save file, this technique is considered speedrun-only, and in fact it was thought to be TAS-only until the speedrunning circle came up with a route<ref>[https://pokemon-speedrunning.github.io/speedrun-routes/#/gen-2/gold-silver/main-any/gold-silver-backup-collision-route/ Pokemon Gold-Silver Any% Backup Collision Route]</ref> with ''some'' leeway (namely, 1/3 of a frame).
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== References ==
<references />
 
{{stub}}
 
[[Category:Games]]
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