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Wrong warp Glitch City: Difference between revisions
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[[File:Glitchcity6.png|frame|right|A Sea Route 20 Glitch City, caused by the [[Safari Zone exit glitch]]]]
'''Wrong warp Glitch Cities''' are a type of [[Glitch City]] in {{RBY}}. These Glitch Cities appear when the game uses an invalid entrance or exit point for a map (i.e. one that doesn't exist).
An expanded items pack can be achieved through a method such as the [[item underflow glitch]] (which is probably the 'cleanest' method of item expansion).
The Safari Zone exit glitch only allows access to a few warp hex:04 Glitch Cities, but modifying the address D365/D364 (the last location to load the player for certain exits) allows the player to access more.
== Specific Glitch Cities ==
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Glitch League is not as easily navigable as Glitch City or Glitch Mountain. You can only move around a very small area, but you can see pieces of statues, water, and all kinds of other stuff.
==Traits==
Glitch Cities accessed through the Safari Zone exit glitch happen when the game places the player
This is why when the player lands their final Safari Zone step in Fuchsia City, or without changing the value of D365/4, walking out the Safari Zone gate will have the game take the player to the Safari Zone door without loading a Glitch City.
All Glitch Cities except for Pokémon Yellow's [[Pokémon Yellow map 254|map 254]] are not actual glitch maps; but rather a temporarily corrupted version of an existing map.▼
Furthermore, certain locations such as Cerulean City have a valid exit point hex:04, so landing the final Safari Zone step there will make the player step out of a building, such as Cerulean City's Bike Shop.
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This can be proven by viewing the memory address D35E (D35D) in Yellow, and looking up the value [http://bulbapedia.bulbagarden.net/wiki/List_of_locations_by_index_number_(GB) here]. Additionally, when a player checks the Town Map while in a Glitch City, the map says that they are in the source map.
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Basically, this means that initially going west too much counts as taking the player to the east connection hex:64 (Sea Route 19) and going right too much counts as taking the player to the west connection hex:FF (Cinnabar Island), but when a connection happens the player's coordinates are updated like normal (e.g. going to the hex:64 connection makes the player's new x coordinate 00 because this is the minimum x coordinate for Sea Route 19). As FF is a west connection to get to Sea Route 20, going one more step west takes the player back to Sea Route 20, due to the byte 'underflow' from 00 to FF.
==See also==
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