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Valid source map Glitch City: Difference between revisions

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[[File:Glitchcity6.png|frame|right|A Sea Route 20 valid source map Glitch City, caused by the [[Safari Zone exit glitch]].]]
A '''valid source map Glitch City''' is a type of [[Glitch City]] in {{RBY}} in which a Glitch City is loaded from an existing map but with an invalid map block source pointer, and the most well-known type of Glitch City in the English Pokémon glitch community.
 
==Traits==
Valid source map Glitch Cities are not unique locations, but rather a temporarily corrupted version of an existing map.
 
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.
 
Also, attributes of the source map are preserved. A Cycling Road Glitch City forces the player to move downward, in the same manner that the Cycling Road itself does. The tileset of the map is the same as the source map. The sizes of the map are preserved as well.
 
Wild Pokemon are also preserved; if the source map had wild Pokémon data, then those Pokemon will appear when Surfing in Glitch City. If the Glitch City had a 'left-facing strait tile', it is possible to perform the [[left-facing shore tile glitch]] with it. This is possible with the Sea Route 19 Glitch City. [[Missingno.]] and other Pokémon can be made to appear in a Glitch City via the [[old man trick]].
 
A number of interesting changes are made to the map when it is corrupted. Some of these are relatively obvious, while others are more subtle.
 
*All terrain in the map is corrupted beyond recognition.
*Warps and objects are ignored and do not appear in Glitch Cities. This is why doors, signs, and cave entrances do nothing when they appear in Glitch Cities, and why people never appear in Glitch Cities.
**Objects are anything on the overworld that takes up space and can be interacted with using the A button. People and cuttable trees are objects. There are also invisible objects that are placed over signposts -- signs, like doors, don't do anything on their own.
 
====Map links and glitched coordinates====
Map links still exist in Glitch Cities, but going from one map to another will not fix the Glitch City. The player's coordinates on a Glitch City may be glitched.
 
In Pokémon Red and Blue, Sea Route 20's Glitch City takes the player to coordinates of y=107 (hex:6B) and x=107, while the highest valid coordinates for that route are y=17 (hex:11) and x=99 (hex:63).
 
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.
 
==Through wrong warps==
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Note this does not always work for unknown reasons.
 
==See also==
*[[Glitch City RAM manipulation]]: When a Glitch City's block source pointer is in a location in RAM, it allows for the player to set up a specific Glitch City from buffer overflow techniques that use the screen data or cut a tree to modify a specific address in RAM to a value based on the original 4x4 map block.
[[Category:Generation I glitches]]
[[Category:Terminology]]
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