Pokémon sprite corruptions (Generation I): Difference between revisions

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'''Pokémon sprite corruptions''' in {{RBY}} are typically caused whenever either the front or back sprite of a [[glitch Pokémon]] is viewed. There are many different types of corruption.
 
==Walking characters glitch==
[[File:Walking characters glitch Japanese Yellow.png|thumb|right|160px|The [[glitch]] in Japanese Yellow]]
The '''walking characters effect''' is a [[glitch]] in {{RGBY}}, which is caused by some [[glitch Pokémon]].
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While this effect is active, NPCs will appear and walk in a pattern on the screen.
 
===Applicable glitch Pokémon===
This glitch is typically due to a Pokémon's problematic sprite, and is most known for applying to regular [[MissingNo.]] in English {{Yellow}}, however some other glitch Pokémon can cause it as well.
*[[MissingNo.]] (English Yellow non-Fossil/non-Ghost variants)
*[[GlitchDexJP/RG:191|ヅ (0xBF)]] ({{CRed|Red}}/{{CGreen|Green}})
*[[GlitchDexJP/Y:255|アネ゙デパミ゙ (0xFF)]] ({{CYellow|Japanese Yellow}})
 
==Inverted sprites glitch==
==Other effects==
{{Bulbapedia2|Inverted sprites}}
The sprite corruption may also lead to corruption of the sound, including which notes are playing and the sound bank.
 
Many glitch Pokémon including regular MissingNo. and [[GlitchDex/RB:000|'M (00)]] cause the inverse sprites glitch after encountering them or viewing their Pokémon summary.
The walking characters effect can also be used to trigger [[facing direction arbitrary code execution]] through the corruption of memory address C109, after using [[ItemDex/Y:110|Lg- (hex:6E)]].
 
This glitch causes Pokémon front and back sprites to appear fixed. The problem can be fixed by viewing the summary screen of any non-glitch Pokémon (or some glitch Pokémon).
 
The inverse sprites glitch is useful for catching Horsea (English versions) or Pikachu (Japanese versions) for [[- (move)|CoolTrainer♀ corruption]].
 
This glitch occurs when memory address 0xD0AA ({{CRed|Red}}/{{CBlue|Blue}}) or 0xD0A9 ({{CYellow|Yellow}}) is a non-00 value.
 
==Sound and/or sound bank corruption==
TheSome spriteglitch corruptionPokémon may alsosprites lead to the corruption of the soundmusic, including which notes are playing andpotentially the sound bank.
 
The sound bank (located at C0EF, C0F0) controls the 'type' of music to play, and valid values include 02 (locations 1/overworld), 08 (battle), 1F (locations 2/in doors) and 20 (special music).
 
When the sound bank is an invalid value, it can lead to potentially a freeze and/or tile corruption.
 
Sound bank corruption is notably caused by both Yellow MissingNo. and [[GlitchDex/Y:139|♀ . (0xC1)]], with [[glitch music]] and sometimes a repeating "(POKéMON) is trying to learn" message.
 
Sometimes the music will be corrupted but the game will not freeze.
 
==Other effects==
*Corruption of the next number of Poké Ball rolls
The*0xC109 walking('facing charactersdirection') effect cancorruption. alsoCan be used to triggercause [[facing direction arbitrary code execution]] through the corruption of memory address C109, after using [[ItemDex/Y:110|Lg- (hex:6E)]].
 
==Applicable glitch Pokémon==
*[[MissingNo.]] (English Yellow non-Fossil/Ghost variants)
*[[GlitchDexJP/RG:191|ヅ (0xBF)]] ({{CRed|Red}}/{{CGreen|Green}})
*[[GlitchDexJP/Y:255|アネ゙デパミ゙ (0xFF)]] ({{CYellow|Japanese Yellow}})
 
{{stub}}
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