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Ephraim225
Oct 28, 2010


Pokémon. Can it be overstated how crazy this series is? The seventh generation was just announced, and we've got the first generation on the 3DS Virtual Console. Look at that copyright date, 20 years and it's still going...and I love every minute of it. What better way, then, to honor one of the best RPG series out there, whose charm and joyousness have touched the hearts of many young children...

...than by BREAKING AND DESTROYING THE CODE HELD TOGETHER BY DUCK TAPE AND SUPER GLUE?

I'm Ephraim225, welcome to my Glitch Exhibition playthrough of Pokémon Red/Blue/Yellow! Oh, sure, we'll get around to that whole "catch em all" thing or whatever, but the focus of this LP is going to be the game's NUMEROUS bugs, oversights, errors, anything from that tile to your right being incorrect to the world suffering a glitch apocalypse. You might even learn something about how not to program a video game!

Also, Pikablu is totally real. I'm not kidding.

Hasn't this been done before?

That's correct, but that LP uses lots of Gameshark codes. While you can produce funny results that way, what I'm aiming for is to show what you can do on your cartridge this very moment, no external devices or corrupted saves required. We all know you can beat the game in 1 minute with a corrupt save, but really, how much fun is that?

By the way, they didn't even fix ANY of this in the 3DS re-releases (which I'm personally happy for).

Wasn't there a Yellow LP already?

Again, correct, and I do recommend reading it if you've never seen Generation 1 before. That LP also touches upon but a mere FRACTION of the chaos you can inflict on that tiny little cartridge.

This game is just like the ocean: There's always something more waiting just beneath the surface. In 20 years the game has boasted a collection of bugs and tricks rivaled only by Sonic 2006, only this time, glitching makes everything more fun, and isn't nearly as harmful! Well, mostly.

Spoilers for Pokémon in general are a-okay!

But don't discuss any glitches I haven't shown yet without a spoiler tag! If you think you know something I don't and want to tell me so I'll include it, tell me in a spoiler tag!

Contents
1. Brock through walls
2. Show me your Mews
3. Surf's Up
4. The Champion's Secret
5. Cooltrainer
6. ACE Trainer
7. Green Version Blues
8. Yellow Version Reds
9. Horrible Experiments
10. Take Any One You Want
11. Coin CACE Trainer
12. Emerald Dragons
13. Bonus: Pearls Before Pokémon

Ephraim225 fucked around with this message at 11:00 on Jun 24, 2016

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Ephraim225
Oct 28, 2010


An accurate name for the company if there ever was one. (But they're cool people don't get me wrong.)



I've never understood the opening battle. Gengar and Jigglypuff? How could they even hit each other?



Moving onto the intro, we actually have a glitch right off the bat. Or I guess you could say it's merely a typo. Even though Nidorino is shown here, the sound effect that plays...is Nidorina's cry.



Anyways, the name of the player is very important for reasons we'll find out later.



The Rival name is not quite as important, but I want a capital A as the first letter.



Not content with destroying Final Fantasy VI, our hero moves on to corrupt and conquer another world.



This NPC is actually pretty interesting. The game doesn't seem to restrict her movement in any way. Let's observe.



If she touches the north fence, she seems to stop moving completely.



She can also go in doors and get stuck there, too. Getting her to move where you want can be difficult without fast forwarding in the emulator.



Here we see both NPCs have gotten stuck again. I need her to not do that. If you exit to the north she'll actually vanish into thin air, because the town NPCs are unloaded.



Bingo! I need her to stay still in that spot for this trick to work.



We trigger the event where Oak appears. Where the heck was he before now?



If the NPC is standing in that spot, it messes up the pathing of the event. Now I'm one space to the right of where I should be.



And I not only pass through the sign, but I'm on the roof now?



And then I get stuck in the wall. Unfortunately I can't do anything now and have to reset. Oops!



We continue the game normally. Fortunately that glitch doesn't hurt too bad since it's very early in the game.



On second thought, you know what? I don't actually want a Pokémon after all. Let me go!



Er, what? After about 50 attempts to leave, this happened...no buttons work except Start.



aaaaaaaa is right! What the heck is this?!



Oh good, closing the menu fixes it.



I guess I'll choose a starter after all. Squirtle is the objectively best choice, because Charmander has to wait a few levels for an elemental move, and no self-respecting trainer would ever choose a Grass starter.



Case in point.



I've never understood these opening Tackle fights between starters. I get that they're pretty much tutorials, but they're entirely luck-driven. Did you know all moves have a 1/256 chance of missing unless it's Swift? Funny thing to note.



Can't really do much fun stuff until we get the Pokédex, so we progress normally until then. Next, I start to level up some, because we're gonna need it. This next trick requires having no Pokéballs, no Pokémon except the starter, and no badges.



This optional battle has some luck to it. You can't get rid of the reduced accuracy by switching, because you have no other Pokémon. Fortunately, defeating Bulbasaur is simple if you use Tail Whip a lot.



Man, they KNEW you needed luck to win this one.



So what was the point of that? Well, if you beat that battle and haven't gotten any Pokéballs or badges yet, the Professor kindly gives you five free Pokéballs. Most people don't actually know you can do this, because who would think to fight that battle and then go back here? Later generations give you free Pokéballs around the same time as the Pokédex, so good on them.



The text box is glitched, though. Maybe this was a last minute addition?



So now I'm going to capture this Pidgey...



...and get its butt kicked!



Why, you ask? Well, when depositing a Pokémon the game does not check to see if you have other Pokémon not fainted yet.



I'm literally wandering around with no concious Pokémon. Fun!



But not for long. Every four steps the game checks to see if you've blacked out because your last Pokémon fainted from poison. However!



If you take three steps, save, then reset, the step counter also resets, so you can wander around like this as long as you keep saving and resetting.

Naturally, I decided to see what would happen if you entered battle like this. So, TEN MINUTES LATER...



Man I hope to never have to do that again.



Oh. So it turns out the game blacks you out before you even send out anything. I suppose it's amusing.



So, moving onto Viridian Forest.



Take a close look at the column I'm standing on here. See how it has a tile with 3 blades of grass and a flower in the bottom-right of the tile? Tiles that look like that NEVER generate a random encounter, because...er...they just forgot to make the tile give encounters, I guess? So anytime you're walking through here you can reduce the chances of a wild Pokémon appearing by sticking to those tiles.



I did want to catch this, however. Pikachu is very important at this point. (Metapod is not. I caught him without thinking.)



This guy will be important later, though I can't REALLY show why. There's no way to pass without beating him.



We move on to Pewter City. Remember this annoying NPC? He won't let me leave town until I have the first badge.



However, if you close his text box with B instead of A and push start before he starts moving, the menu pops up! However, the cursor can't move. So before talking to him, put the cursor on Save beforehand, so you can save at this point.



After saving, I...start moving on my own without him. I reset.



He gives this line but immedietely starts talking again. Strange.



Looks like he's the one having a pathing error now.



Then he teleports and starts walking right. That was always strange to me since he walks right into an offscreen fence...



But wait! He's gone! If you walk along the top of the road where he was standing...



You can skip the Pewter gym entirely! That's a fun sequence break, but what if there was an even BIGGER sequence break?



At this point, I've arranged my party like so. Your first Pokémon must have 16 Special EXACTLY and your second Pokémon must be Pidgey with 15 remaining HP. Mine just so happens to have 15 max HP.

I do not know WHY you need to arrange them like this, but if you do...



I kinda feel bad about skipping this guy, so I'll talk to him from the right to mock him for being a useless roadblock that doesn't block roads make him feel better.



Huh? Why is there a particle from moving a Strength boulder?



Wait, what are you...



Where are you going?! What?!



What I've just done is triggered a glitch state where you can walk through any wall in the game. This is the creatively titled "Brock through walls" glitch. If you stop moving the menu likes to pop up constantly unless you're holding a button, so hold B and you can move anywhere.



Hey, remember that cave or whatever? Turns out it's only four tiles large.



We all need, to shine on, to see



How far we've come on our journey



This is the building where a guard stops you from going into Saffron City. However, all you have to do is walk south with this glitch and you're there!



Walking around like this is fun, and you can in fact do a full lap around Kanto if you desire, but it stops as soon as you enter a building. Also the game crashes if you step out of bounds, so be careful!



So at this point, I decide to go to Celadon City. Luckily, even though the road is closed, it's only closed to entry, not exit.



I will laugh, this game is hilariously broken. I need a Coin Case, so I pick it up here.



In Celadon City, there is a hotel building for...some reason. Looks kinda like the Pokémon Centers.



There's even a PC here! Except it's invisible. Funny, but not useful.



Coins are scattered around the floor in the Game Corner, and some NPCs give you free coins.



I used them to buy a much-needed Abra, since it has Teleport. The prices here are much lower in Blue than they are in Red. Never play Red version, by the way.



You're...sharing the drink? Interesting...

Now, I don't really need to buy a drink and unlock the gates, since I could just Teleport back into Saffron City whenever I want, since Teleport sends you back to the most recent Pokémon Center you entered. But I'd like to not have to go back so far every time I Teleport.



Hidden Rare Candy in Cerulean City. Important.

So now that we've broken sequence, let's explore the trick every Generation 1 player has embedded into their--



Oh. Um...I forgot about you.



Yeah we might be just a teensy bit underleveled due to skipping all those trainers...

Ephraim225 fucked around with this message at 06:58 on Apr 19, 2016

RickVoid
Oct 21, 2010
:getin:

This is going to be fun.

Mega64
May 23, 2008

I took the octopath less travelered,

And it made one-eighth the difference.
Loved the last one, definitely looking forward to seeing what you do with this one! Feels like there are limitless bugs and glitches to exploit in the first gen game.

fade5
May 31, 2012

by exmarx
Ground floor, I'm really looking forward to this. I played around with some of the various glitches on a Red cartridge and it's a lot of fun. The R/B games are actually a little more stable than you'd think as long as you know what to expect before you start playing around with glitches.

quote:


Hey, remember that cave or whatever? Turns out it's only four tiles large.
All the Zubat pain, so easily avoidable with just four mountain tiles. Gamefreak!:argh:

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received
All these glitches still work on VC? Isn't linking and transferring things to Sun/Moon one of the selling points of the ports?

A lot of glitches can produce normal Pokemon with abnormal moves. I'm curious what sort of hosed up guys can be concocted in R/B and if they would survive the transfer, and how online battling would account for this.

Crosspeice
Aug 9, 2013

Why hello there, this looks like a fun time indeed.

The only things added to the VC port was the local wireless trading and battling and changing Jynx's sprite to purple. And move animations became less epilepsy inducing. Otherwise, it is exactly the same and all the wonderful, wonderful code lies there intact. Whether this has any interesting interactions with SuMo, we have no idea.

Geemer
Nov 4, 2010



I always enjoy a good glitch run of the Pokemon games.

The colors of your images are fine, but they're slightly blurry. Did you forget to turn off resampling?


Orange Fluffy Sheep posted:

A lot of glitches can produce normal Pokemon with abnormal moves. I'm curious what sort of hosed up guys can be concocted in R/B and if they would survive the transfer, and how online battling would account for this.

I guess they'd implement some more rigorous sanity checking than what was used in Gold/Silver's time machines. But it'll be interesting to see how it handles the various insane glitch Pokemon that do manage to slip through.

ChaosArgate
Oct 10, 2012

Why does everyone think I'm going to get in trouble?

Bank'll probably check the Pokedex number or internal ID of the Pokemon being transferred up so eldritch abominations don't slip through the cracks.

Edit: Your screenshots are kind of blurry. Here's a comparison with one of Crosspiece's screenshots.



Notice how the text on your shot is a little blurrier and fuzzier? How are you grabbing and processing your images? If you're resizing with Irfanview, did you make sure to turn off resampling? Also, for that matter, why host on imgur instead of lpix?

ChaosArgate fucked around with this message at 04:14 on Apr 19, 2016

ChaosArgate
Oct 10, 2012

Why does everyone think I'm going to get in trouble?

Reply is not edit.

Ephraim225
Oct 28, 2010
Oh, it seems I did leave resampling on. Thanks for pointing that out, I'll re-re-size the images.

Mega64
May 23, 2008

I took the octopath less travelered,

And it made one-eighth the difference.
Those look much better, thanks!

Ephraim225
Oct 28, 2010


Okay maybe not keeping my Teleport point in Pewter City was not the best plan since you can't go back after hopping this ledge. Why is that ledge there, anyways?



It was tough, but I managed to clear a path to Vermillion with what I've got. Battles are only going to get harder, so I think we could use some more extreme firepower.



In the meantime, I grab a couple items for later. I normally don't actually care about the bike, because it's not a whole lot faster than walking for me. I think I might want it in the future, however.



Time to have some fun. One space to my left is a trainer who would see me if I stepped left.



I immedietely press start, however, so he does not see me until I close the menu. This happens because all NPCs and the player face downwards by default, so it took him half a second to turn towards me. I think I could take another step towards him as he sees me, as well, which is funny, but...



What happens if we escape the map while in this state?



He saw me, but I teleported before he walked up to me! Kind of a weird effect on my sprite there too.



Back in Vermillion, I find that I can't push start or talk to anyone suddenly. Very strange! Maybe the game thinks I'm in battle? Well, I know how to fix that.



Beat someone in a battle, that's how. I need to clear this guy anyhow. But make sure he actually takes a step, or the game softlocks, since it's expecting the NPC to move and waits for it to happen when it actually can't.



I proceed east, but there's an actually effective roadblock. (There's a point to this, I promise!)



Oops, shouldn't have ran into that guy, I suppose.

So I head north of Vermillion and--



Hey, my menu popped up without a button press! And there's a flying NPC...?



Wh-what, a battle? What?



WHAT!...yeah you probably saw this coming.

No Generation 1 player HASN'T heard of this trick, and it's a crazy one. Teleporting away from that trainer earlier "buffers" a battle in that area so to speak. If you fight another trainer and return to that area, a wild Pokémon appears based on - I'm not kidding - the special stat of the most recent Pokémon you encountered.

"Wait so that Rattata had 31 special, for Nidoqueen's dex number?" you ask. Nope, it actually had 16 special. See, Pokémon in Gen 1 have a dex number, but they also have an internal ID which is different from the dex number. Don't ask why, that's also the case in Gen 3. The point is, if you know the IDs and which enemies to look for, you can make ANY Pokémon you want appear. Any of them. Starters? Mewtwo? Want to stick it to Nintendo and make Mew appear outside of an event?! There ya go. This list will help you get the numbers you want. (That list spoils some stuff I'm going to go over though!)

This trick is known by many names. Some call it the "Mew Glitch" because, well, you can catch Mew with it. Then another guy called it the "Oddish Glitch" because you can catch Oddish too. Me, I prefer "Trainer Escape".

Of course you don't really have to escape from the trainer I used this time. Any trainer who can see you from the edge of the screen will work. When this was first discovered, they were Flying away from a Gambler outside Lavender Town. Then they figured out you could use Teleport so they did it with a trainer on Route 24 and an Abra they caught there. THEN they figured out Escape Ropes work and did it with a Rocket in Mt. Moon.

Oh, but guess what? You can do it even SOONER than that!



Remember this guy from earlier? He is the first trainer to have tall grass in his sight. You can, in fact, get a wild encounter on the same step as a trainer seeing you, and if you do, the wild battle happens first. If you black out in the wild battle, then the same effect as escaping a trainer occurs. However, naturally the odds of getting an encounter on just the right step is kind of low.



Speaking of luck, any Pokémon that you encounter this way that you couldn't normally has the same catch rate as legendaries. Luckily, the capture algorithm is poorly implemented. Long story short: if your target has a high catch rate, take its HP down to half and start tossing Great Balls. If its catch rate is low, put it to sleep and start tossing Ultra Balls.

That's right, in certain circumstances a Great Ball has better odds. Which...is actually kind of a neat idea.



Fortunately I pulled it off, but all this blacking out is costing me money, so I could use a limitless source of it.



It's a good thing there is one!...in Blue Version, anyways. Never play Red Version.



By the way, did you know that you can purchase any drink at the vending machine as long as you have 200 bucks or more? Even if you're purchasing the more expensive drinks? It's not TOO useful, but hey.

So I bet you're thinking, "Boring, the Mew Glitch is decade-old news!" Well, maybe, but what if I knew some ways of manipulating the outcome of the glitch that you don't?



Let's do it again, but I'll run into this Swimmer in the Cerulean Gym.



Now, on this Swimmer's last Pokémon, I Growl at it six times. There's a reason for this.



While I'm at it: fishing in statues. You can Surf in it too, and there's even encounters in here. Misty really does run an aquarium!

...except if I fish I get encounter...which messes the trick up wait no forget I did that



This is technically where the route's map starts, so the menu pops up here. Who's that Pokémon?!



It's...level one! This is the reason I growled at the Shellder earlier. While the special stat of your last encounter determines the SPECIES of the result, the ATTACK MODIFIER determines the LEVEL. No, really. The attack modifier can be anything from -6 to +6, so the game considers 7 to be neutral, which is why Mew Glitch encounters are usually level 7.



You need to be seriously careful about accidental knock-outs when you do this, but there we go!



Now hold on there, that's an ABSURD amount of EXP and it's still just level 1? Well, Generation 1 never has any Pokémon below level 2, so what you're seeing is an experience underflow bug. By the way, NEVER send a level 0 or 1 Pokémon to the computer boxes, because the game crashes if you withdraw it. EXP miscalculation glitch or some such.

But, wait, if its EXP is underflowing, what if it gained a tiny amount of EXP?



OOOOOOOH poo poo. A level 100 is possible as early as BROCK with a little luck! Jumping from level 1 to 100 is only possible for a few Pokémon, however, due to their EXP curves being vulnerable to underflow. Those Pokémon are Mew and any 3-stage evolution line that is not Caterpie's line, Weedle's line, or Dratini's line.

Nintendo, I SWEAR if you block these Mews from going to Gen 7, I will boycott it. (Maybe.)

Unfortunately, this Mew just fell victim to one of the few detrimental bugs in Gen 1. It skipped from level 1 to 100, so it missed its chance to learn any moves in between. For Mew this isn't too bad since it can learn any TM and HM, but I remember my Bulbasaur skipping the level it learns Vine Whip since it got a huge EXP boost from being traded. (Yes, traded. You thought I would choose the Grass starter?)

I should also mention, you don't have to actually win against the second trainer, or even run into them per se, to resolve the glitch. Any scripted event that moves an NPC works, such as an NPC in Pewter City that shows you the Museum, the NPC who "blocks" you from leaving without the badge, or even...a Strength boulder. I'm not kidding. You still need to encounter something, however.

Of course, you need the start menu for the Strength boulder method, so here's what to do: Go to any computer and change boxes. Yes, interacting with NPCs doesn't work, but the computers do. Don't question it. Anyways, changing boxes forces the game to save, so you can reset, reload, and have your buttons working again. Everyone thought it was annoyign to have to save to change boxes, but now there's a good use for it!

But maybe...you're still unimpressed. Well, how about we learn all the different ways of manipulating the outcome?

As stated, your most recent encounter determines what you get out of this trick. That includes any trainer or even wild Pokémon. When using a trainer for this, the result is guaranteed because they all have fixed IVs. As a result, there's a handy guide right here to what every trainer can give you.

Wild Pokémon, however, have randomized IVs so their special stat can vary by a point or two. To confirm you're getting what you want, you can capture it...or you can encounter Ditto, because he transforms into your Pokémon, and copies over their special stat too! Your own Pokémon's stats can be used. Too bad about that Snorlax blocking me from getting to Fuschia City, where they appear, right?



Wait, WHAT! He's gone! How? Okay, listen to this, you're gonna love it. So some maps have NPCs and objects that can disappear, like items and legendaries. The game loads a list of these into memory when you enter an area with them. Then after any encounter it checks to see if you got it from a random encounter, and if you didn't, it MUST have been a legendary, so it removes an object. The Mew Glitch lets you get one of these encounters any time, thereby fooling the game into removing the first of these objects from the most recent area you went to that had one!

In other words, I just skipped:
-The Pokémon Tower
-The Game Corner
-Rock Tunnel

Bonus: I can't even use Flash anyways without the Boulder Badge. The one badge you MUST have before advancing enables a move gained much later in the game, how odd.

Oh? That's STILL not enough for you?



Let's do it AGAIN.



By the way, it seems that beating this guy moves the guard regardless of whether you had seen Bill already, so I just skipped him, too! I wonder if that means I can't get the S. S. Ticket...ah, nobody needs that now, either.



I'll fight her, and then...



Talk to this guy. He trades with you, but I only need to talk to him, not trade. Why? Because when you talk to a trade NPC...the nickname of the Pokémon they trade you gets loaded...and the nickname gets used for the Mew Glitch!

Specifically, the 5th letter determines species, and the 6th letter determines level. Oh, but this guy named his Jynx "LOLA" which is only four letters. In cases like this, the 5th and 6th spaces will be 0x50 in Hexadecimal, since 0x50 is the "End of string" marker. So I'm getting a level 80 Pokémon now, but who occupies ID number 80?



The fade-out lasts a second or so longer than normal, that's strange.



...WHO AND WHAT

Bonus:



I decide to head down the Nugget Bridge to try something out. Oh I'll show you what I caught, alright!



You couldn't even knock out one tiny little Pokémon!



This guy has level 12 Caterpie and Weedle and doesn't regret not evolving them? Okay then.



I was wondering what would happen if you had no room for the Nugget this guy gives, but he just sends you away. Interestingly you can only fight this guy one time, win or lose, because if you lost you could repeat the event where you get the Nugget and get as many of them as you cared to get.

It's a good thing they didn't make that exact mistake in Fire Red and Leaf Green! Oh wait. THEY DID. Interesting how the remake ADDED a glitch.

SirSamVimes
Jul 21, 2008

~* Challenge *~


I am really enjoying this. :allears:

Broken Box
Jan 29, 2009

Breaking Pokemon Blue is always a magical experience :allears:

Cathode Raymond
Dec 30, 2015

My antenna is telling me that you're probably wrong about this.
Soiled Meat
I understand the underflow error and why they might have stashed certain things in the same space they referenced in other places to save memory on the cart but that MISSINGNO is confusing me. I looked at that list you linked and the most sensible way to do the Pokemon IDs would be to start at 0 and count sequentially. That's not what they did. There are MISSINGNO's interspersed with valid Pokemon, and then you get to the end and it looks like the ID's refer to NPC's, which I guess they use to reference their sprites if they need to display them in battle, but...hrm...

I'm trying to figure out why they did things the way they did. Some are obvious space saving measures but mostly...:shrug:

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Cathode Raymond posted:

I looked at that list you linked and the most sensible way to do the Pokemon IDs would be to start at 0 and count sequentially. That's not what they did. There are MISSINGNO's interspersed with valid Pokemon, and then you get to the end and it looks like the ID's refer to NPC's, which I guess they use to reference their sprites if they need to display them in battle, but...hrm...

Popular internet theory is that there were originally intended to be 190 Pokemon, and some were taken out, as these MISSINGNOs will morph into valid Pokemon when transferred via Time Capsule. Could just be a quirk of internal numbering and Pokedex ordering, but there you go.

Double Punctuation
Dec 30, 2009

Ships were made for sinking;
Whiskey made for drinking;
If we were made of cellophane
We'd all get stinking drunk much faster!

Cathode Raymond posted:

I understand the underflow error and why they might have stashed certain things in the same space they referenced in other places to save memory on the cart but that MISSINGNO is confusing me. I looked at that list you linked and the most sensible way to do the Pokemon IDs would be to start at 0 and count sequentially. That's not what they did. There are MISSINGNO's interspersed with valid Pokemon, and then you get to the end and it looks like the ID's refer to NPC's, which I guess they use to reference their sprites if they need to display them in battle, but...hrm...

I'm trying to figure out why they did things the way they did. Some are obvious space saving measures but mostly...:shrug:

Probably they just assigned developers segments of memory to design Pokémon, then they later decided which ones they wanted to keep and blanked out the rest so they could refine them in a later game without spoiling them. The Pokédex needed to have related Pokémon next to each other, so it was easier to use a separate number instead of reordering the Pokémon in memory in the middle of development and possibly loving up the game in unpredictable ways. The game is already held together by duct tape and prayers, and reorganizing major portions of memory could very likely make the whole thing fall apart.

Orange Fluffy Sheep
Jul 26, 2008

Bad EXP received

Cathode Raymond posted:

I understand the underflow error and why they might have stashed certain things in the same space they referenced in other places to save memory on the cart but that MISSINGNO is confusing me. I looked at that list you linked and the most sensible way to do the Pokemon IDs would be to start at 0 and count sequentially. That's not what they did. There are MISSINGNO's interspersed with valid Pokemon, and then you get to the end and it looks like the ID's refer to NPC's, which I guess they use to reference their sprites if they need to display them in battle, but...hrm...

I'm trying to figure out why they did things the way they did. Some are obvious space saving measures but mostly...:shrug:

The id numbers are rather arbitrary. Rhydon is 1, Kangaskhan is 2, then male Nidoran, Spearow, and Voltorb. IIRC it was by the order they designed them.


'Cause here's a proto-Rhydon in the concept art. In fact, all the Pokemon in the design doc are in the first 30 IDs.

They didn't decide Bulbasaur was #1 in the Pokedex until long after it had been coded in, it seems, and Mew being at 21 and the missingnos everywhere are are evidence they changed their minds on some things. Weren't they going to include 190 Pokemon at first? The 'mons end at id 190.

And the ID numbers go up to 256 because, well, that's what bytes do.

Geostomp
Oct 22, 2008

Unite: MASH!!
~They've got the bad guys on the run!~

Orange Fluffy Sheep posted:

The id numbers are rather arbitrary. Rhydon is 1, Kangaskhan is 2, then male Nidoran, Spearow, and Voltorb. IIRC it was by the order they designed them.


'Cause here's a proto-Rhydon in the concept art. In fact, all the Pokemon in the design doc are in the first 30 IDs.

They didn't decide Bulbasaur was #1 in the Pokedex until long after it had been coded in, it seems, and Mew being at 21 and the missingnos everywhere are are evidence they changed their minds on some things. Weren't they going to include 190 Pokemon at first? The 'mons end at id 190.

And the ID numbers go up to 256 because, well, that's what bytes do.

I always did wonder why Kangaskhan looked like Rydon without a horn or why it was so lumpy and tough looking despite being Normal. Now I know that is was probably hammered out immediately after, possibly as a female version of it.

Solumin
Jan 11, 2013
Which leads to this hilarious question:




A) Bulbasaur is National Dex #001
B) Mew is the common ancestor from which all pokemon are descended
C) Rhydon is the first pokemon ever created by the game's developers
D) Arceus is PokeGod who created the whole universe

BlazeEmblem
Jun 8, 2013

Uh oh. Do I use Ariadne thread or Goho-M?


This question is great. The more you know about Pokemon, the harder it becomes.

the bitcoin of weed
Nov 1, 2014

Man this game is kind of a mess when you take a look at it

KataraniSword
Apr 22, 2008

but at least I don't have
a MLP or MSPA avatar.
I am my own man.

Ah, First Gen Pokemon.

It's amazing how they could fit so much videogame into a 4MB cartridge. Then you realize that the way they did it was by chopping everything up and tetris-ing it together in such a way that it looks perfectly functional at first blush, but falls apart into chaos if someone so much as breathes on it funny.

After all, one of the biggest space hogs they excised was a sanity-checker. :v: That means if anything gets loaded incorrectly, Pokemon Red/Blue just shrugs and goes "eh, we'll roll with it" no matter how corrupted or "wrong" it comes out. That's how you get things like the world screaming at you for trying to walk away from Oak.

FishOnAPiano
Oct 9, 2012

KataraniSword posted:

After all, one of the biggest space hogs they excised was a sanity-checker. :v: That means if anything gets loaded incorrectly, Pokemon Red/Blue just shrugs and goes "eh, we'll roll with it" no matter how corrupted or "wrong" it comes out. That's how you get things like the world screaming at you for trying to walk away from Oak.

So why did that happen anyway? Ephraim just kind of caused it to happen, went "what the hell is this" and then just moved on. Why did things start screwing up from triggering the "get back here" thing too many times?

Ephraim225
Oct 28, 2010

FishOnAPiano posted:

So why did that happen anyway? Ephraim just kind of caused it to happen, went "what the hell is this" and then just moved on. Why did things start screwing up from triggering the "get back here" thing too many times?

I try to explain as many of the bugs as I can, but that one, I honestly had no clue, and I couldn't find any explanations for it either.

KataraniSword
Apr 22, 2008

but at least I don't have
a MLP or MSPA avatar.
I am my own man.

FishOnAPiano posted:

So why did that happen anyway? Ephraim just kind of caused it to happen, went "what the hell is this" and then just moved on. Why did things start screwing up from triggering the "get back here" thing too many times?

I want to preface this by saying that I'm not a programmer and that Pokemon isn't coded in anything short of machine code anyway so I have no idea what the gently caress anything is, if Ephraim has no idea then I'm certainly just firing in the dark.

That said, if I were to make a guess, I'd figure something in the code got caught up on some sort of flag on the next tile down, assuming that the player character had already been dragged back via "get back here" textbox but hadn't, leading the game to simultaneously think it was in a text box and also not in a text box. After all, the other button locks (as per the Mew Glitch) are similarly rooted in the player being in a sort of digital superstate, so it's not hard to imagine it doing something similar here.

In other words, a combination of facets of the two glitches we've seen thus far; the pathing errors in the Brock Thru Walls and the control lock shenanigans of the Mew Glitch.

Again, that's just pure speculation with no sort of coding knowledge backing it, so take it with plenty of salt.

Double Punctuation
Dec 30, 2009

Ships were made for sinking;
Whiskey made for drinking;
If we were made of cellophane
We'd all get stinking drunk much faster!

Solumin posted:

Which leads to this hilarious question:




A) Bulbasaur is National Dex #001
B) Mew is the common ancestor from which all pokemon are descended
C) Rhydon is the first pokemon ever created by the game's developers
D) Arceus is PokeGod who created the whole universe


To be fair, if you're on a trivia show, you should know that the producers aren't going to research beyond the first answer they find, which would be Bulbasaur. I saw one where they asked a question about colors; the contestant, while working it out, listed out "red, green, and blue" as the primary colors, and the producers put up one of those trivia sidebars implying the contestant was wrong (there are many sets of primary colors, and both were valid sets).

Comedy Answer: Pikachu, since he came first in the Pokerap.

SystemLogoff
Feb 19, 2011

End Session?

So part of the reason why Brock Through Walls is so screwey is that Blue/Red/Yellow do not use an event language like future games do, all events are direct machine code.

So when you interrupt the game moving you it does weird things because it does not clear proper flags to return you to normal.

If you want to have fun look at the decompiled red source sometime. It's a hoot.

KataraniSword
Apr 22, 2008

but at least I don't have
a MLP or MSPA avatar.
I am my own man.

dpbjinc posted:

To be fair, if you're on a trivia show, you should know that the producers aren't going to research beyond the first answer they find, which would be Bulbasaur. I saw one where they asked a question about colors; the contestant, while working it out, listed out "red, green, and blue" as the primary colors, and the producers put up one of those trivia sidebars implying the contestant was wrong (there are many sets of primary colors, and both were valid sets).

Comedy Answer: Pikachu, since he came first in the Pokerap.

I could see the Rhydon answer being the right one there, though it all depends on wording. Rhydon was the first pokemon created by Sugimori and the first one programmed in, Bulbasaur is numerically #001.

rear end in a top hat answer: Digimon was the first Pokemon :smuggo:

Carbon dioxide
Oct 9, 2012

dpbjinc posted:

To be fair, if you're on a trivia show, you should know that the producers aren't going to research beyond the first answer they find, which would be Bulbasaur. I saw one where they asked a question about colors; the contestant, while working it out, listed out "red, green, and blue" as the primary colors, and the producers put up one of those trivia sidebars implying the contestant was wrong (there are many sets of primary colors, and both were valid sets).

Comedy Answer: Pikachu, since he came first in the Pokerap.

This specific question wasn't ever asked on a show, it was photoshopped in as a joke by pokemon fans "in the know".

Ptolo
Oct 31, 2011
Enjoying this exploration of glitches in the game and the interesting information in the thread.

Part of the fun of playing the original Pokemon games as a tyke were that there were all these schoolyard rumors of cheats and glitches. Half of which ended up being legit :D Were all Gameboy games, coded in raw machine code, this buggy or was Pokemon poorly programmed?

Carbon dioxide
Oct 9, 2012

Ptolo posted:

Enjoying this exploration of glitches in the game and the interesting information in the thread.

Part of the fun of playing the original Pokemon games as a tyke were that there were all these schoolyard rumors of cheats and glitches. Half of which ended up being legit :D Were all Gameboy games, coded in raw machine code, this buggy or was Pokemon poorly programmed?

I heard that the difference in quality between Super Mario Land 1 and Super Mario Land 2 or 3 was because 1 was programmed in raw assembly, while by the time 2 came out they had access to some sort of higher-level dev tools for the gameboy. Not sure if that's true though, but it makes me doubt Pokemon was fully programmed in assembly.

Pokemon was probably the most complicated and largest game of its time. There are a lot of bugs on other gameboy games (out of bound things, weird warps) but because it was so big you get more bugs, and the bugs that exist can break the game in more complicated and therefore stranger ways.

Waterfall of Salt
May 14, 2013

Ow, my eye

MarquiseMindfang posted:

Popular internet theory is that there were originally intended to be 190 Pokemon, and some were taken out, as these MISSINGNOs will morph into valid Pokemon when transferred via Time Capsule. Could just be a quirk of internal numbering and Pokedex ordering, but there you go.

A more telling sign of there being 190 pokemon originally is from the Game Freak interview on Game Center CX, in which Arino flips through a bunch of handdrawn sprites.
.
Notice that Kadabra's ID matches the internal ID, not the Pokédex ID. You can barely see some of the dropped pokemon as he flips through the papers, but the resolution is too bad and the camera's too panned out to actually make out anything noteworthy.

KataraniSword posted:

That means if anything gets loaded incorrectly, Pokemon Red/Blue just shrugs and goes "eh, we'll roll with it" no matter how corrupted or "wrong" it comes out. That's how you get things like the world screaming at you for trying to walk away from Oak.

Diamond/Pearl's overworld is also pretty resilient for handling out of bounds stuff, though it still crashes when trying to load scripts from several beta maps. Nothing even close to the lack of sanity checks on the Gen1 cartridges, though

Roro
Oct 9, 2012

HOO'S HEAD GOES ALL THE WAY AROUND?

Waterfall of Salt posted:

A more telling sign of there being 190 pokemon originally is from the Game Freak interview on Game Center CX, in which Arino flips through a bunch of handdrawn sprites.
.
Notice that Kadabra's ID matches the internal ID, not the Pokédex ID. You can barely see some of the dropped pokemon as he flips through the papers, but the resolution is too bad and the camera's too panned out to actually make out anything noteworthy.


Diamond/Pearl's overworld is also pretty resilient for handling out of bounds stuff, though it still crashes when trying to load scripts from several beta maps. Nothing even close to the lack of sanity checks on the Gen1 cartridges, though

From what I remember, since the overworld completely mirrors the Underground, everything that isn't a route past a certain point is marked as "Unknown Territory" (it has a similar name I think? My action replay is borked so I can't boot it up to check) and the camera gets hosed. You can fly out of it, but I remember becoming stuck when I tried to walk back out.

MarquiseMindfang
Jan 6, 2013

vriska (vriska)

Roro posted:

From what I remember, since the overworld completely mirrors the Underground, everything that isn't a route past a certain point is marked as "Unknown Territory" (it has a similar name I think? My action replay is borked so I can't boot it up to check) and the camera gets hosed. You can fly out of it, but I remember becoming stuck when I tried to walk back out.

Mystery Zone, I think. I remember thinking it sounded magical, but it's actually just really boring.

Waterfall of Salt
May 14, 2013

Ow, my eye

Roro posted:

From what I remember, since the overworld completely mirrors the Underground, everything that isn't a route past a certain point is marked as "Unknown Territory" (it has a similar name I think? My action replay is borked so I can't boot it up to check) and the camera gets hosed. You can fly out of it, but I remember becoming stuck when I tried to walk back out.

Maps are loaded into 32x32 chunks in gen 4, and each chunk is assigned a map ID. Each map ID then has a name attached to it. When you go out of bounds the game loads parts of the RAM as map IDs, and naturally a lot of it will be Mystery Zone, considering the list of mystery zones ranges from ID 0-2 (named EVERYTHING, NOTHING and UG internally), to scrapped dungeons, dungeon rooms and other beta areas.

The easiest way to get out (flying notwithstanding) is by saving, actually. Since the original maps collision data is still there, there's not really a way for you to get back in again. however, when the game saves your coordinates, it only keeps track of 65536 steps in either direction, so by saving, you can essentially fool the game into reloading you inside the actual game world again. There's a lot more details involved, but that's the main jist of it. There's a lot of cool stuff you can do with it though!

fade5
May 31, 2012

by exmarx

KataraniSword posted:

Ah, First Gen Pokemon.

It's amazing how they could fit so much videogame into a 4MB cartridge. Then you realize that the way they did it was by chopping everything up and tetris-ing it together in such a way that it looks perfectly functional at first blush, but falls apart into chaos if someone so much as breathes on it funny.

After all, one of the biggest space hogs they excised was a sanity-checker. :v: That means if anything gets loaded incorrectly, Pokemon Red/Blue just shrugs and goes "eh, we'll roll with it" no matter how corrupted or "wrong" it comes out. That's how you get things like the world screaming at you for trying to walk away from Oak.
This is generally why older games in have such weird and fun glitches. There's no sanity checker to fix things, the game just keeps merrily chugging along no matter what weird poo poo you throw at it. Tweaking in Gen 4 is the last major glitch I can think of that's on par with some of the fun stuff you can pull off in Gen 1; glitches in Gen 5 and Gen 6 tend to be more minor and/or harmful (Sky Drop, Lumiose City) rather than truly exploitable like Gen 1.

But still, there always seems to be some method of cloning every in Generation, that glitch is never gonna go away.

Valgaav
Feb 21, 2012

Solumin posted:

Which leads to this hilarious question:




A) Bulbasaur is National Dex #001
B) Mew is the common ancestor from which all pokemon are descended
C) Rhydon is the first pokemon ever created by the game's developers
D) Arceus is PokeGod who created the whole universe


A) Bulbasaur is no longer the first pokemon in the National Dex (Victini being #000)
B and D) Arceus and Mew's backstories are completely incompatible.
Therefore, the correct answer is C.

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Dabir
Nov 10, 2012

Victini's only #000 in Unova, and Mew is the first one to be registered as a trademark.

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