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Pokémon Yellow: Difference between revisions

→‎Glitch Pokémon: Added information about the source of out-of-bounds Pokédex numbers.
m (Text replacement - "~" to "–")
(→‎Glitch Pokémon: Added information about the source of out-of-bounds Pokédex numbers.)
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One particularly important difference is that, on Yellow, MissingNo.'s decompressed front sprite has 32×32 tiles<ref>In other words, it has 256×256 ''pixels''. In fact, the byte for its size is 0x00, which means 0×0 tiles, but this is first translated into 0×0 pixels. When the game checks whether the sprite decompression is complete, it does not handle the case of 0 pixels in either dimension correctly, so the pixel count has to reach 256 and overflow the byte before the game thinks the current column or current sprite is complete.</ref> (whereas valid sprites have 5×5, 6×6 or 7×7 tiles), as opposed to 13x13 tiles on Red and Blue. Therefore, whereas on Red and Blue MissingNo.'s front sprite will corrupt part of the Hall of Fame data, on Yellow its corruption extends to the WRAM, causing complicated behaviors that usually freezes the game, although this freeze could be prevented by manipulating a certain unused chunk in the SRAM<ref>[https://www.youtube.com/watch?v=eLuUWUeUTg4 Pokémon Yellow — Encountering Yellow-form MissingNo. without crashing] (video by TheZZAZZGlitch)</ref>. "Special" Missingno. are not affected by this problem because they are hardcoded to use their respective valid sprites.
 
Due to a difference in ROM layout, glitch Pokémon other than MissingNo. in Yellow get their Pokédex number from the function <code>EmotionBubble</code> (which displays emotion bubbles such as the "!" mark that appears when a Trainer sees the player, as well as ones that may appear when talking to the starter Pikachu in Yellow)<ref>[https://github.com/pret/pokeyellow/blob/c73b4ec86e167a8aabee0e0cb6ed6ab485fbcce2/main.asm#L181-L182 The relevant section of ROM layout], and [https://github.com/pret/pokeyellow/blob/c73b4ec86e167a8aabee0e0cb6ed6ab485fbcce2/engine/overworld/emotion_bubbles.asm the function <code>EmotionBubble</code>], which follows the <code>PokedexOrder</code> table</ref>, unlike their Red/Blue counterparts.
 
Despite the difference in behavior, glitch Pokémon with the same internal ID in Red/Blue and in Yellow are [[equivalent trade glitch Pokémon|"equivalent in a trade"]]: Trading a glitch Pokémon from Red/Blue to Yellow will turn it into the glitch Pokémon with the same ID in Yellow, and vice versa.
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