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>>47545740 Would you say Missingno. was a success or a
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>>47545740
Would you say Missingno. was a success or a failure when it comes to error handling?
>>
>>47563774
yes
>>
Undoubtfully
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>>47563774
Indeed.
>>
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http://lparchive.org/Pokemon-Blue/

This is probably the best source of information I've found on Pokemon glitch shit.
It's an alright read too.
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>>47563985
I'm reading it for the past hours whenever I take a break from work , stupid as hell but very interesting.
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>>47563774
One of the most interesting threads on /g/ since ages. Please don't let this die.
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>>47563985
Oh, and that was the other thing that I forgot.
The LP links to a bunch of videos, but they were hosted on Viddler which is dead or something.
Thankfully, Metroixer saved some of the videos to his Youtube channel.

In no particular order:
https://www.youtube.com/watch?v=PiFepiv-hnc
https://www.youtube.com/watch?v=WqNbUpyIrGU
https://www.youtube.com/watch?v=EM7VeWqT25M
https://www.youtube.com/watch?v=ENduR6w_xos
https://www.youtube.com/watch?v=30p2lISWECQ
https://www.youtube.com/watch?v=lGlTbYMbjHY
https://www.youtube.com/watch?v=GpQY0R1TbiI
https://www.youtube.com/watch?v=RcdEModRqrk
https://www.youtube.com/watch?v=shzFDxj-Z24
https://www.youtube.com/watch?v=FR9cmR5rsaQ
https://www.youtube.com/watch?v=-rlDfl7MY_Q
https://www.youtube.com/watch?v=m9y_7nD9nIU
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>>47564247
Humanoid Bulbasaur?
ABANDON THREAD!
>>
doesn't have to be just about pokemans, there are many games with great glitches such as ocarina of time and many others
>>
>>47564329
The last thread spoke mainly about Red and Blue because it is notoriously known for the huge amount of glitches since.

OoT aswell.
>>
How can i pass my save file from the cartridge to my pc?
I don't wanna lose all the stuff i've amassed after the clock battery runs out.
>>
>>47564541
you need a dumper
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>>47564247
>those Yellow glitch Pokemon cries
>>
I'm sure most of you are familiar with this kind of shit, but whatever. Here's the fastest known tool-assisted run of Pokémon Red, in under 70 seconds (ignoring credits etc):
https://www.youtube.com/watch?v=8ELAXJ4XpBs

And here's how it works:
http://tasvideos.org/4431S.html

>When resetting the game while saving, it is possible to end up with a loadable save state where the complete party Pokémon data is filled with 0xff. This makes the game think we have 255 Pokémon in your party, which allows us to swap Pokémon after the 6th and thereby manipulate the following RAM areas. Specifically, we can change the ID of the current map (at $d35e) and the pointer to the map script (at $d36e) to execute the Hall of Fame cutscene and end the game right away.
>>
>>47564806
I always found TAS pretty boring but writing code yourself into the RAM and executing it by mere controller inputs and forcing the game to jump into a wrong subroutine is pretty impressive
https://www.youtube.com/watch?v=ZHQaYc8OwlA
>>
>>47563774
>success or failure?
It was no error handling.
More modern shit would crash on sight of some of this stuff (memory fiddling, etc).
I'd hate to see what the XONE or the PS4 does, probably shouts "YOU'VE VIOLATED THE LAW", bans you from the online service and bricks itself.
>>
>>47563774
Awesome. I went to sleep and woke up to a dead thread.

Reading the last post was like a little present.

Can we start talking about more than just pokemon errors? Pokemon was the main subject of the last thread but I think we should at least expand it to gameboy games in general.

Let's talk about the memory layout of the gameboy. The game had full control of the hardware and many games never appeared to use dynamic memory intentionally. Many games didn't even need a memory manager.
>>
>>47566670
For a while, I actually wanted to learn GB programming. I figured it'd be an interesting way to get into embedded shit. However, it was really hard to find much in the way of resources, and I lost motivation after a while anyway.

But if folks are interested, here's some of the stuff I found.

>The Game BoyTM Project
Friendly intro stuff & cartridge hacking.
http://marc.rawer.de/Gameboy/

>Game Boy CPU Manual
A combination of the PanDocs, GALP, and other stuff.
Basically a complete guide to the GB CPU.
http://marc.rawer.de/Gameboy/Docs/GBCPUman.pdf

GB ASM Hello World!
http://peterwynroberts.com/2014/05/11/gameboy-programming-tutorial-hello-world/

>RGBDS
Assembler Linker for the GameBoy
http://anthony.bentley.name/rgbds/

>GALP
Hello World, example code, and some basic macros.
http://devrs.com/gb/files/galp.zip

>People & Wiki
http://devrs.com/gb/
http://gbdev.gg8.se/wiki
>>
Did you remake this thread because you're still waiting for the Spanish kid to bring out his glitched pokemon yellow?
>>
>>47566670
>>47567129

Is this the start of Game Boy Z80 ASM General?
>>
>>47566670
I don't want to get warned/banned for being too /vr/ but the lost/hidden worlds in the original metroid is real fuckin neato. It's been extensively mapped so some of the magic is gone.

Still...
>>
>>47567230
We have zero mods, the only thing that used to get you banned here was making bait threads and apparently that's no longer the case either.
>>
>>47567263
Posting pony or porn that isn't anime will also get you banned or at least your post deleted.

But yeah, you can look at the catalog right now and tell that we don't have anyone who cares moderating this place.
>>
>>47567230
There are people posting threads with "Hurf Macs>>>Nvidia>>>you" and you're worried about getting banned for talking about glitches and Z80 ASM?
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>>47567223
Why the fuck not.
I don't know if it's wise to put "general" in the name, but lets keep doing this.

Right now there appears to be thee languages for Gameboy programming.

ASM, primarily supported by RGBDS
http://gbdev.gg8.se/wiki/articles/RGBDS

C, via GBDK
http://gbdev.gg8.se/wiki/articles/GBDK

And... GBBasic. I don't know why.
http://gbdev.gg8.se/wiki/articles/GBBasic_2.10
http://www.devrs.com/gb/files/gbbasic.html
>>
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>there will never be games with actually fun/interesting glitches again
It fucking sucks, modern game glitches are usually just clipping through shit or straight crashes
>>
>>47567480
Modern games are too safe, everything is sandboxed, everything is signed, you never get to do anything fun like running arbitrary unsigned code without exploiting it first.

shit sucks
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>mfw playing red right now
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>>47567509
>teal GBC
Mah nigga
>>
>>47567509
>not pressing buttons at the GameBoy logo screen to get more sensible / sillier colors
>>
https://www.youtube.com/watch?v=BIz1RAg25yM
how the fuck do people figure this shit out
>>
>>47567507
Can you imaging if you could run code on locked down platforms like the xbone or the PS4 by TASing with a virtualized controller?
>>
>>47567598
You could actually run unsigned code on the original PSP firmware
Sony somehow missed that glaring issue and patched it in the first update
>>
Am I the only one who believed that holding B and up while throwing a pokeball increased your success rate?
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>>47567651
I tapped A with every ball twitch, hoping to increase the catch rate.
>>
>>47567651
No, everyone did. Like everyone thought mew was under the truck.
I remember trying to catch the legendary dogs that always ran away from battle, and almost breaking the b button cause i tried to catch them at first sight.
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>>47567651
I remember reading that it just rerolled the random number that decided if the pokemon was caught or not
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>>47567594
It amuses me to no end how similar actually exploiting the game is to the kind of bullshit intentionally tedious methods that were dreamed up to acquire Mew, Pokegods etc back in the day.
>>
>>47567480
>there will never be games with actually fun/interesting glitches again
I think the reason the old glitches were so interesting was that by freely reading (and sometimes writing) the wrong areas of memory, they could actually create content.

Think about, for example, MissingNo. or G'Mp. Despite never being intended to exist, they were actual pokemon that you could fight and train. Upon encountering them, it took very little imagination to continue the suspension of disbelief, and simply incorporate them as part of the game..
>>
>>47567480
play planetside 2
so many fun glitches left like crazy legs
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>>47567699
That's bad programming but the lack of safeguards was probably less taxing on the already weak hardware.
>>
>>47564247
>Mew is evolving!
:D

>Mew evolved into Golduck!
T_T
>>
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>>47567699
>I think the reason the old glitches were so interesting was that by freely reading (and sometimes writing) the wrong areas of memory, they could actually create content.
Homoiconicity is always interesting.

I'm the Metroid II guy from last thread. I wonder how tedious it was to keep track of all of the sprites that many of these characters used.

I wonder what techniques were used to keep them all together. I wonder if Nintendo used an assembler that had structures or if they just used a ton of macros.

Another interesting thing about this topic is how all of the old websites that are still up hold the information you can find scattered all over the place. You can also read mentions of the games in old magazines and instruction manuals that you just can't seem to find on the internet.
>>
>>47567676
I literally just told my brother the exact same thing
It's kind of a hilarious irony, isn't it?
>>
>>47567669
Same here
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>>47567742
I know that the root cause is poor programming and no safeguards. But what's interesting to me is how people actually reacted to those glitches.
From a certain perspective, those glitches are a bizarre form of procedural content generation, with vastly more creative freedom than most PCGs at the price of also being able to break the game.

>>47567778
>Homoiconicity is always interesting.
I'm not sure most of these glitches require that. From what I understand most were just reading the wrong ROM data and using that to construct "glitch entities". Very few glitches required ACE or anything clever.

>Another interesting thing about this topic is how all of the old websites that are still up hold the information you can find scattered all over the place.
I know. It feels weird as fuck.
A lot of this stuff seems to be turning into archaeology.
>>
>>47567509
>Tfw you have a B&W Game Boy but your Red cartridge's battery is dead
>Can play, but doomed to lose your save as soon as you're out of batteries, restarting again and again
At least it's still alive. My GBA died years before my GB.
>>
>>47567651
B+up if you're launching a pokeball turns it into a hyper ball 1/10 times
B+down turns a hyper into master 1/10 times

And of course none of that is true, but I want to believe.
>>
>>47567922
Not to mention since the systems were necessarily very simple and information dense it was much easier to end up with "content" through random glitches.
>>
Talking about nice bugs, there's cloning from Super Mario 64
https://www.youtube.com/user/pannenkoek2012
>>
>>47567945
That red cartridge is surprisingly still alive, my other silver cartridge died like 4 years ago and had to replace the clock battery inside it, lost like 225 pokemon all caught without any cheats.
Also yeah my GBAsp died too even before the original DS came out and this GBC is still alive.
>>
>>47564541
Pretty sure there's some USB dongle thing you can use to save your cart shit
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>>47564541
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>>47568121
Really cool. Except for the part where you're weren't running GNOME3, of course ;^).
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>>47568147

that's not me, these were posted last year
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>>47567922
>From a certain perspective, those glitches are a bizarre form of procedural content generation, with vastly more creative freedom than most PCGs at the price of also being able to break the game.
It really is interesting. Most higher level languages wouldn't allow it.

>I'm not sure most of these glitches require that. From what I understand most were just reading the wrong ROM data and using that to construct "glitch entities". Very few glitches required ACE or anything clever.
I don't know for certain, but at least some of the glitches appear to be reading data at random, which could very well be instructions.
I suppose the lack of types is also very important for this. Homoiconicity usually isn't hindered much with types though.

>>Another interesting thing about this topic is how all of the old websites that are still up hold the information you can find scattered all over the place.
>I know. It feels weird as fuck.
>A lot of this stuff seems to be turning into archaeology.
Indeed.

What do you think about the other things I was saying?
>>
>>47568121
>>47568199
>>47568217
They're probably from this guy, his nick is even printed on the pcb and that's his emulator on the pc screen.

https://github.com/jkbenaim/cboy
>>
>>47568217
Thats.. fucking NEAT.
>>
>>47568273
>Gameboy Camera
It was a piece of shit.
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>>47568273
it was novel and everyone wanted one from the ads, right up until they saw it in meatspace, suddenly they realized that it was shitty and didn't take pictures so much as composite black white blobs inspired by real images
>>
>>47568700
You're a piece of shit.
>>
You know if you really want to play with unprotected memory you could always run templeos in a vm and try to make a game like that
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>>47567778
that final boss was impossible to complete on my cartridge that was an annoying glitch.
>>
>>47570084
Has anyone actually managed to install temple os?
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>>47570198
I ran it from a usb drive on my intel c2d q9550 natively and have it installed in a vm
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>>47570218
C2quad*
>>
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>>47570229
>>47570218
I wrote fizzbuzz while back in templeos for shits and giggles
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>>47570485
Do it again.
Use newlines this time.
Post the video again when you fix this.
>>
>>47570559
Aight give me a min
>>
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>>47570485
>>47570559
hurr u durr
>>
>>47570776
Okay. Now I'll tell you that's cool.
>>
>>47570776
how to do graphics in templeos?
>>
>>47563774

It prevented the entire game crashing most of the time, I'd say it was pretty successful.
>>
>>47570820
Terry wrote a graphics api, but pretty much you can dump pixel data to an address kinda like VGA
>>
>>47570845
I'm think as my first for fun project is to make a port of vim for TOS
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>>47567945
Just replace the battery
>>
Are the glitches possible on an emulator on my phone? ROMS are from CoolRoms.
>>
>>47570967
no :^)
>>
>>47567699
>by freely reading (and sometimes writing) the wrong areas of memory, they could actually create content.
https://www.youtube.com/watch?v=p5T81yHkHtI
>>
>>47567651
>tfw I know this does nothing
>still do it anyway
I want to believe.
>>
>>47567509
>tfw playing Blue
>>
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>>47571172
pic related
>>
>>47567715
>planetside 2
I think my favorite glitch was with deployable vehicles, which was sadly patched out a few months ago. Deploying a Sunderer or anchoring a Prowler would save that vehicle's deployed location to whichever player had deployed the vehicle rather than to the vehicle itself.

To do the glitch, the driver would pick a spot somewhere and deploy (location A). While still deployed, the driver would then swap seats with the gunner or someone, who could then undeploy it and deploy it somewhere else (location B).

At that point the driver's deployed location would be stored at location A and the gunner's location would be stored at location B. The driver and gunner could then swap seats to warp between location A and B at will.

One time I did it wrong and pissed off the physics engine, so webm related happened.
>>
>>47567509
>tfw had a transparent purple GBC
>can't find it anywhere

Feels bad man
>>
>>47567589
Actually Pokémon Red and blue were tinted their respective colours throughout the game, as in, they were fully blue or red rather than black and white.
Yellow did try changing all the towns' colours whenever you changed maps.
>>
>>47571217
Reminds me of the cloaked Liberator glitch. That was a fun one.
>>
>>47571306
Yeah, R/B are tinted but you can still change the palette at the logo screen. Since Yellow controls colors from inside the game, you can't. This can be slightly annoying since setting R/B to the pastel choice can make it fairly easy to get through Rock Tunnel without using Flash -- they made the walls have bits of damn-near-black in them, and in the pastel one damn-near-black is pastel blue. Yellow forces it to dark brown on black so it's much less visible.
>>
>>47570967
Almost all glitches will function exactly the same as on a real system. The only exception is things that require you to power off at the right moment as it saves, because you aren't going to be able to get to menu, reset, ok quick enough after the last A button press to save. Any link trade glitches also obviously won't work because there's no link cable emulation on the phone GB emulators.
>>
>>47571656
>tfw nobody's made it possible to use emulators to trade pokémon over Bluetooth, NFC, etc.
>>
>>47571668
Back when diamond and pearl came out it was possible to connect with the ds emulator to the nintendo servers to trade and battle.
>>
>>47571668
There's a reason for this.

GameBoy link cables are bit-at-a-time duplex. A byte is set in a register to send, and a "go" flag is set. The bits then shift out into the link cable as bits from the other GB's byte shift in. When it's done, a flag indicates this to the game, which can now use the byte that was received.

Bluetooth and NFC are packet-at-a-time and not duplex. A packet is formatted with headers and sent to the other phone, which isn't sending something back at the same instant.

GB link emulation might be possible: Pause the emulator after the right number of cycles for the byte to have transferred fully, wait for the other phone to reply with a single byte in a packet, write it there and continue emulation. If it works, it'll almost certainly be really slow.
>>
>>47571668
But they have
https://play.google.com/store/apps/details?id=com.fastemulator.gba&hl=en
>>
>>47571734
There was a modified DeSmuME that supported wifi, though I was never able to make it work with Pokemon games. Trying to enter the Union Room resulted in the game crashing.
>>
>>47571739
>>47571737
Whoa, didn't know they'd gotten link working. GBA link works about the same as GB link, and I see My OldBoy says it supports Bluetooth/Wifi linking as well.
>>
>>47571751
I know it was possible with pokemon ranger since i've seen it firsthand myself.
Never tried with pearl and diamond, but there were pics around.
>>
>>47571220
Mah nigga

This thread actually got me to find mine. I still have the gameboy, carrying case, battery pack, AC adaptor, AC adaptor, and cable. I missed Tetris
>>
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>>47571220
>GBC and Pokémon Silver with event Mew stolen by shitty kid
>now he's homeless and his dad is dying of cancer
>>
>>47567778
Seriously. How did they keep these larger sprites together? I was reading earlier about how the largest sprite the GBA supported was 8X16. That means they had to use more sprites. I wonder what they did to alleviate the pain of tracking those.

I wonder what assembler Nintendo used. They probably wrote these games with assembler. I doubt they used C with hardware that weak.

I wonder if they had an assembler with structures or other conveniences past what most assemblers provide.
>>
>>47572062
>Seriously. How did they keep these larger sprites together? I was reading earlier about how the largest sprite the GBA supported was 8X16. That means they had to use more sprites. I wonder what they did to alleviate the pain of tracking those.
I believe the GB/GBC was stuck with 8x8 sprites, so yeah that's a lot of them. But are you sure they're all sprites and not just sprites on the parts that move around and background tiles for the rest of it?

>I wonder what assembler Nintendo used. They probably wrote these games with assembler. I doubt they used C with hardware that weak.
I'm not sure whether GB games tended to be written in C or asm. I think I've seen some code in games that looks like it was compiled from a higher level thing.

Also, http://gbdk.sourceforge.net/

Plenty of Z80 computers have had C compilers.
>>
>>47561990
Not shown: a bug found not even a year ago where a move that can deal status effect can't deal that effect at all if it's type matches the one defending
example: Body Slam can never paralyze a normal type

Cue simulator players dawning on them the realization that even after all those years their sims were still lacking.

>>47562155
It was originally from SA if I remember correctly
>>
>>47546205 (from previous thread)
Interesting idea that was brought up in the previous thread:
>trade RBY poke up to GSC
>evolves and learns a GSC-only move
>trade it back to RBY and obtain glitch move
The game doesn't normally let you trade something back to RBY if it has a GSC-only move. However it only checks this when you enter the Time Capsule, not when you start the trade itself. So, if you obtain the move while in the Time Capsule, you should be able to trade it back.

Alakazam doesn't learn any GSC-only moves by level-up so this guy was obviously remembering wrong. But I wonder if other pokes do...

-->Are there any Pokemon that can evolve and learn a move when traded up?

-->What about other ways to accomplish the same thing?
>feed rare candies while in the Time Capsule to get a level-up move
>use a TM
>>
>>47572129
I got this info from http://peterwynroberts.com/2014/05/11/gameboy-programming-tutorial-hello-world/

>I believe the GB/GBC was stuck with 8x8 sprites, so yeah that's a lot of them. But are you sure they're all sprites and not just sprites on the parts that move around and background tiles for the rest of it?
The GameBoy can store and display two different kinds of images: “tiles”, which are 8×8 images; and “sprites”, which are either 8×8 pixel images, or 8×16 pixel images.
I was talking about characters like Samus in which all parts move and change. All parts except the middle also need to respond to the environment.
I'm not sure about what approaches they would've taken, but I imagine working with sprites is at least slightly easier to work with when you have to worry about collisions with other sprites. Doesn't hardware usually help with detecting sprite collision a little?

>I'm not sure whether GB games tended to be written in C or asm. I think I've seen some code in games that looks like it was compiled from a higher level thing.
>Also, http://gbdk.sourceforge.net/
>Plenty of Z80 computers have had C compilers.
I could swear they would have used assembler.
Here's an interesting link I've been meaning to read for a few months. I'm finally going to start making my way through it now.

http://www.metroid-database.com/m1/fds-interview-p1.php
>>
>>47567778

Did Nintendo retcon the metroid lifecycle yet? Haven't played any of the 3d titles.
>>
>>47572263
Metroid Fusion uses the same Metroid lifecycle from Metroid II.
>>
>>47572286

Neat I always felt it was a cool but unexplored concept.
>>
Where's the nigga from last time with the pokemon yellow video with his alakazam and shit?
>>
>>47572411
Either some details are wrong or it's bull. Alakazam does not learn any gen 2 moves on level-up in gen 2. See >>47572211
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>>47570980
Not to sound retarded but why is that? Because it is glitched at the hardware level?
>>
>>47572411
Well, he lives in Spain. It's the night between Friday and Saturday there, and he said he would post something in the weekend. Maybe he'll come back tomorrow.

>>47572497
>:^)
>>
>>47567778
the nintendo japan site still has the old pages up for all of their old games.
http://www.nintendo.co.jp/n02/dmg/mea/top.html
>>
this is the best thread ive seen on /g/ for a long time.
>>
>>47567676
Tbh I tried a ton of the ways to get mew when I was a kid. I actually got one to work but it was only able to be used on yellow
>>
Anyone want to get together and have an impromptu jam this weekend making something for gb(c)? Anything really, even if it's just text on the screen
>>
>>47567480
WoW had some interesting stuff you could do in the past with packet editing, scripts and other stuff.

A few years ago you could get ported (at least the server thought so) to a different map while physically remaining on the old one.
Resulted in floating NPCs and chairs and you were able to reach places you normally couldn't due to the different maps. Look up Otherworld if you're interested.

Just recently there has also been an exploit where you could level your professions without spending resources and money thanks to packet editing.

Simply exploring was also pretty fun when you couldn't fly yet because there is a hilarious amount of unfinished or duplicated places around there.
>>
>>47573004
Thanks for showing me. That's awesome.

>>47573256
It's funny that it's about videogames of all things.

>>47573582
I'm learning an assembler language, but I don't think I know enough to start gb development.

Here's the resource I'm learning from if anyone's interested:

https://savannah.nongnu.org/projects/pgubook/
>>
>>47567651
It's A you mong. No wonder you didn't catch anything.
Still do it too.
>>
>>47572920
>:^)

No really I'm super cereal. For instance, I have a NES classics metroid GBA cart. Do you think I wouldn't be able to do the wall jump trick to the secret worlds? I would need to do it on my actual NES because it's technically being emulated on the GBA?
>>
>>47571656
sorry.>>47573819

I hadn't refreshed in a looooooong time
>>
Speaking of glitches I remember one time with my bulbasuar I was killed but leech seed heal revived me and killed the enemy. Was weird.
>>
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You guys like unix?

http://www.kernelthread.com/publications/gbaunix/

This gave me such a boner.
>>
>>47574003
I got as far as stripping all the wires in a parallel cable before realizing I don't have a soldering iron to do any soldering. The cable's actually lying like 5 feet away, just begging to be soldered up to the GameBoy
>>
>>47574003
>GBA
Aren't those things ARM?
I'm surprised that more hasn't been done with them.
>>
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>>47574036
>>47574038
This is also from that link, just thought I would share.
>>
I remember there was a site dedicated to Missingno and other pokemon glitches, it had a black background and white text, in old web 1.0 format and was a creepy read. Does anyone know the site I'm talking about?
>>
>>47574173
TR's Rockin' or something like that.
>>
>>47574197
That's exactly the one, thank you!
>>
>>47574214
They had a cool section on Pokemon bootlegs too, Pokemon Crystal was really great iirc
>>
>>47574255
It's a site I've been meaning to get back to for a while now, but haven't found the right place to ask the name of it. I'll definitely give it a read.
>>
>>47573679
Glitching and cheating in an MMO or online multiplayer is a real dick move though.
>>
>>47574329
Only if it's something like the Falador Massacre in Runescape. If it doesn't hurt anyone it's not a big deal.
>>
>>47574348
Even in Second Life it can be a dick move.
https://www.youtube.com/watch?v=RedLyae4b2s
>>
>>47574003
>>47574101
>A GBA emulator running a PDP11 emulator.
Heh.
>>
>>47574391
>gba emulator
Pretty sure that pic is it running on actual hardware
>>
>>47574391
I was about to post something about how UNIX has evolved since the PDP-11, but then I realized this one is literally a PDP-11 emulator running UNIX.
>>
>>47574420
It is. Only an idiot would emulate reflections on the screen.
>>
>>47574425
I thought it was UNIX on the GameBoy with a PDP-11 emulator
>>
>>47574379
I dont understand what's happening there
>>
>>47574432
A few years ago, byuu of bsnes fame did an April's Fools joke that involved a shader that emulated the glare of an open window behind you for maximum authenticity.
>>
>>47574534
It is actual PDP-11 UNIX running inside a PDP-11 emulator for GBA.

>>47574540
Use of a scripted flying-dick object? No they didn't hack the game to do it, but it was indeed a dick move.

>>47574558
kek, top
>>
>>47563774
It was a obvious failure of error handling, though it's not like it mattered much to the average fuck since they probably wouldn't ever encounter it unless they were told how to do it. Gen 3 and later did it best with bad eggs and giant ?s.
>>
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>>47574612
>a dick move
>>
>>47572062
GBA has tiles as 8x8, but supports objects (sprites) of up to 64x64.
>>
>>47574981
Sorry. I meant to just say GB.

I'm just curious what methods they used to track this stuff.
>>
>>47574998
No clue. My project group has a hard enough time doing it for GBA in c with useful libraries. Wouldn't want to imagine how it was in plain assembly.
>>
>>47575008
I would imagine using a structure is the best way to keep track of multiple sprites for objects that need it.
I wondered if the assembler Nintendo wrote for supported structures.
You could always get structures with plain macros though, if the assembler supported macros.
>>
>>47575033
What's so hard about tracking them? It's not like you have to detect collisions between all of them. You only need pointers to all the sprites and hitboxes of the monster in one array (or simply define one large rectangular hitbox for the whole thing), and the 3 sprites for the player in another (its hitbox is a simple rectangle). Then have an array with ALL sprites on screen in it for redraw purposes.

This is not difficult, even in asm, even with no macros.
>>
I would love to use the sphere engine to make an rpg (sphere uses javascript) and somehow run it on the gba. How difficult would this be?
>>
>>47575931
Not happening/10. I would be impressed if you got a Javascript interpreter to run at all on the GBA, and way more so if you still had enough space for a game and got it to run at a half decent speed.

This is a system that is typically programmed in C. C++ is too bloated for it to run efficiently, much less more modern things like Python, Java or C#, never mind Javascript.

Actually, there IS one way, but it's cheating. Run the game itself on a PC and stream a compressed picture to the GBA over the linkport, and controls from the GBA to the PC.
>>
>>47575980
...To clarify: The GBA runs at about 16 MHz and has 288 KB of RAM. You'd have better luck running Crysis on a 486.
>>
>>47573004
http://www.nintendo.co.jp/n02/dmg/apajapbj/index.html
pokemon red/green
http://www.nintendo.co.jp/n02/dmg/apej/index.html
pokemon blue
>>
>>47575560
I'm probably just overthinking this.

Still, I wonder what the assembler Nintendo used was like.

The NES games were developed on an HP 64000.

http://www.chrismcovell.com/secret/weekly/Stars_of_the_Family_Computer.html

It's interesting how technical restrictions shaped our games. Programmers told idea guys making Samus crawl was too complicated so they made the morph ball.

Samus' arm cannon changes shape when missiles are selected because the GB couldn't suitably show that with only color as on the NES.
>>
>>47567452
>And... GBBasic. I don't know why.
Wasn't GBBasic what most commercial games were written in anyway? I mean, all the ones not written in ASM.
>>
>>47571618
>>47571306
Red and Blue had some of the most extensive and interesting use of the Super GameBoy's color palettes for the time, displaying very similarly to Yellow's GBC palette.

The Super GameBoy was a sadly underutilized peripheral, you could do some pretty crazy stuff with it, up to and including loading whole SNES games from the GB cart. I'm somewhat surprised more games didn't take advantage of that.
>>
Anyone else here fascinated by the Virtual Boy?

I've never really found much documentation on things like the processor used and all that.
>>
http://cratel.wichita.edu/cratel/ECE238Spr08
>>
>>47575980
Thanks Anon. Your response was informative and stimulating.
>>
>>47574038
>GBA
>ARM
I can't believe there are people this young on the internet.
>>
>>47578425
GBA has an arm7tdmi and a z80 as a coprocessor
>>
>>47578425
Why, what do you think the CPU in the GBA is?
>>
>>47565334

>Posting the credits-warp speedrun
>Not the glorious Super Snake World TAS

https://www.youtube.com/watch?v=JxgEXDnXD6M
>>
>>47574289
>>47574255
>>47574214
>>47574197
>>47574173
http://catfish.it.cx/trsrockin/trsrockin.com/index.html
>>
>>47563774

Missingno. was not error handling. Missingno. was the absence of error handling.
>>
>>47565371
You're a fucking retard.
>>
>>47567480
>or straight crashes
Blame memory protection.
>>
So I'm the Alakazam guy and I recorded a video.
It's 10 minutes long, 1280x720 and 1 GB.
I converted it to a 30 MB webm without really knowing what I did. Where should I upload it? Any suggestion about a better conversion and compression?
>>
>>47580871
Also the webm is 640x360.
>>
>>47580871
If you're going to upload it somewhere there's no point making a webm.
Considered youtube?
>>
>>47580871
YouTube.

FUCK THESE CAPTCHAS
>>
>>47580871
Use youtube, but if you don't have an account and dont want to make one, I believe you can upload to vid.me without one.
>>
>>47580910
>>47580923
>>47580987

I don't want to create a YouTube account. Also fuck Google. I uploaded it to that vid.me site: vid dot me / Qj2H

I created a webm because I wanted to believe it was going to be smaller and I could upload it here. But later I found webm are limited to 2 minutes long here so it was pointless anyway.
>>
>>47581265
Jesus Christ, I had to write the vid.me url like that because 4chsn insisted it was spam. Return those five minutes to me. Also FUCK these image captchas as someone said.
>>
>>47581265
Jesus Christ, that is pretty weird.
>>
>>47582140
He said it's too long, see >>47581265 >>47581280
>>
>>47581265
Holy shit, I love this video site. The video played fine without needing to whitelist anything in NoScript, and their <noscript> box even tells you what domains you should whitelist if you have trouble playing it.
>>
>>47582262
Yeah I was surprised by that too.
The pretty simply layout is neat as well.
>>
>>47563774
Are you saying it wasn't actually some kind of an easter egg? I always thought it was.
>>
>>47582371
No, it's a straight-up glitch.

The Old Man battle copies your player name into the wile encounters array to store it while it changes your name to OLD MAN so it will display during that battle. You then fly to Cinnabar where there are no wild Pokemon defined, so your name is still in that array. Now you go to a strip of water that's still part of Cinnabar yet has a nonzero encounter rate. So, you encounter whatever Pokemon the bytes in your name represent.

The bug is that Cinnabar contains some tiles where you can encounter Pokemon, but has no encounter list defined. Other than that, the hack of stashing the player name in the encounter list would be just fine.
>>
>>47567674
You don't say dot jay pea jee
>>
>>47567452
There's a BASIC for just about everything, even the 2600. Batari basic wasn't a thing when the 2600 was still being sold though.
>tfw people hate BASIC
Guess my college just fucked computing's shit up that one time.
>>
>>47580871
That seems documented (even with the "trade evolution" method of obtaining, which seems to match your experience): http://bulbapedia.bulbagarden.net/wiki/List_of_glitch_moves#TM48

It's just listed as "Crashes the game", though.
>>
>>47583870
Even the level (32) matches that of my Alakazam.
>>
>>47574943
>bad eggs and giant ?s.
Were those intentional for punishing players for "cheating"? I don't remember if they were encounterable without using cheats.
>>
>>47585803
>Were those intentional for punishing players for "cheating"?
They're the result of error checking and anti-cheat code. They mapped all undefined Pokedex numbers to a "?" sprite so you don't get blocks of garbage like Missingno or glitches that make the game go insane or crash.

The Pokemon data structures are protected a bit. They added a checksum at the end, over all the data. If the checksum is invalid, it changes into a Bad Egg. The data is also divided into 4 blocks that are scrambled in an order defined by the Pokemon ID (PID). After being scrambled, the data structure is xor'd with the PID and the trainer ID (TID). It's set up this way to make life harder for people trying to make GameShark codes. You no longer know the exact memory address of what you want to change without doing some calculation, and to change it you have to decrypt and re-encrypt it. And if you alter the encrypted data, PID or TID without knowing exactly what you're doing, you get a bad egg and no hints as to what your changes did. Normally you could fuzz the data structure a bit to find a byte that changes HP, species, etc. and mess with different values, but now unless you already know exactly what you're doing, any change has the same result, Bad Egg.
>>
>>47563774
This thread reminded me of the sketch bug
http://masterzed.cavesofnarshe.com/GameDocs/ff3sktch.txt

That is one damn of a glitch/bug and probably wouldn't be as destructive if the game had some sort of error handling.
>>
>>47586142 cont'd
Starting with gen 3, save file corruption is way less of a problem.

Go ahead and power off in the middle of saving. You won't lose your file. The game will just announce that the save is corrupted and that it's loading the previous version you saved. The game actually has 2 save slots and alternates between them, and knows which is the latest by using a serial number that increments each time you save.

The save is divided up into blocks that are checksummed individually and written in a different order each save. I'm not sure whether the block reordering is for flash wear leveling, or an attempt to confuse save editors. I'm inclined to believe it's wear leveling; putting them back in the right order is pretty trivial since there's a block number at the end or each block.

When loading a save, if one block's checksum is wrong, not all blocks in a save slot have the same serial number, or not all blocks are present, it detects the save as corrupted. If both saves are corrupted, it tells you the save is deleted. The only real ways to have that happen are if the flash chip is failing or you've been mucking with the save data.

All this serves to stop the cloning glitches that were popular in gens 1 and 2, as well as avoid losing you save if your battery dies while you're saving. Now if you try something like that, it'll just make it load the last save. -- However, in Emerald they slipped a bit with the battle tower, doing some sort of partial save that you can exploit to clone Pokemon.
>>
>>47586249
whoa cool
>>
>>47586142
Thanks. That makes everything clearer. I've heard of stories of bad eggs deleting Pokemon or whole boxes but that doesn't seem to be true, going off what you said. So do programs like Pokemon Trainer generate genuine data? And did they need a new safety check for online trades?

>All this serves to stop the cloning glitches that were popular in gens 1 and 2, as well as avoid losing you save if your battery dies while you're saving. Now if you try something like that, it'll just make it load the last save. -- However, in Emerald they slipped a bit with the battle tower, doing some sort of partial save that you can exploit to clone Pokemon.
That's really cool, I didn't know about the savegame bit.
>>
>>47576437
>Programmers told idea guys making Samus crawl was too complicated so they made the morph ball.
Wow, I didn't expect there to be an interesting answer to "y cant metroid crawl"
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