Void: Difference between revisions

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Fact check: Saving and resetting and wrong warping in fact have different mechanics. Also added methods for accessing the void.
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(Added reference to the forum post (so that both the doc and the kit are visible).)
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(Fact check: Saving and resetting and wrong warping in fact have different mechanics. Also added methods for accessing the void.)
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Once in the desired map ID, the player can either directly exploit its map scripts (for example in the [[Retire glitch]]), or save and reset to load the correct MatrixLayout for that map ID. All outdoor maps in Sinnoh share the same MatrixLayout, but the indoor maps all have their own MatrixLayouts. In an indoor MatrixLayout, the player can easily walk towards the "physical" indoor map, and for some maps, the player may be able to bypass the walls surrounding the walkable area from the outside. This is used, for example, to set up the [[Union Room wrong-warping glitch]].
 
Another important aspect of the void is the player's coordinates in the MatrixLayout, which are internally represented by two 32-bit integers, but when saving the game, or storing a location to warp back later, the coordinates are saved as unsigned 16-bit integers, signed in the former case and unsigned in the latter case. Normally those are all the same, because valid coordinates are always inside the 0 ~ 6553532767 range. However, when exploring the void, the player can go to coordinates out of this range, and cause a "coordinate warp". For example, saving at (-2, -3) will cause the player to end up at (65534, 65533). This is commonly exploited by saving in a Fake Sinnoh (when the map ID corresponds to an outdoor map) to end up at the real place.:
* By using the Explorer Kit at (-2, -3), the player can later take a wrong warp to (65534, 65533).
* By saving the game at (65534, 65533) and resetting, the player can go back to (-2, -3).
This is commonly exploited by saving in a Fake Sinnoh (when the map ID corresponds to an outdoor map) to end up at the real place.
 
The void should not be confused with the abyss, which is a pitch black region created by [[tweaking]]. Although abysses are commonly used as an entry point into the void, they are not themselves out of bounds (and their glitchy properties only come from sections of the map not being properly loaded).
 
==Accessing the void==
In the English versions of {{DP}} and the latest Japanese versions, the only known way to initially access the void is [[tweaking]]. Usually tweaking is used to put the player on the wrong side of a door. By going through a door in the wrong direction, the player ends up in the void of the indoor map. From there, the player can get to different voids (i.e. different MatrixLayouts) by saving and resetting at suitable positions.
 
After accessing the void, the player can set up the [[Union Room wrong-warping glitch]], which allows easier access to the void later.
 
In the v1.0 release of the Japanese versions, the void can also be accessed with the [[Elite Four door glitch]] or the [[broken escalator glitch]].
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==MatrixLayout==
 
==Black Screens of Death==
 
==Collision in the void==
 
==Fake Sinnoh==
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==References==
* [https://forums.glitchcity.info/index.php?topic=8499.0 RETIRE's complete guide to voiding]
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