What's crazy to me is that when we were kids, you could just buy a commercial device for MITM memory manipulation and everyone was just cool with it. If you tried that now, Nintendo would sue you into oblivion.
I stopped using cheating devices back in Pokemon Platnium. Apparently if you use a action replay and try to force spawn a shiny missingno, Pokemon platinum will be permanently bricked. Can anyone with technical knowledge explain what happened to the cartridge? The game seemed fine until an empty spot where a wild missingno would be, but froze after the shiny effect. Restarting results in a permanent brick.
Not a question, more a suggestion for more fun things to try: a code that modifies the table to map known characters to other characters that are normally unusable (like the period vs decimal point) or unused entirely. I'm personally already aware of what unused characters do on the gameboy games (try running around or entering buildings between looks at the more interesting ones!), but I am interested in how pokemon stadium handles out of bounds characters
2:10 I wonder if the two trainer names are "original trainer" and "current trainer", so for example, if the Pokemon is traded it would have two different names there. I'm not sure if that information is ever used in the final game, but for sure it would make sense someone thought to program it in during development.
Thanks! The values can be found in github.com/pret/pokered Move IDs are in the file move_constants.asm Pokedex IDs are in pokedex_constants.asm Species IDs are in pokemon_constants.asm Hope that helps!
13:16 Also too, the fact Project 64 can execute payloads in your machine through a vulnerability in arbitrary code execution with Store Data. Only in non-hash verified ROM images that would have this kind of code injected into them. This is a great video. Incredibly informative and is very digestible with how visual examples in both image and video form are placed all over. Would very much enjoy seeing a channel of this calibur rise to relevance.
There's a YT feature I don't think I've seen before. At 14:28, when he asks to press the subscribe button, the actual button flashes if you're not subscribed.
pokemon red/blue, i had a gameboy gameshark. 0115-d8cf , turns every encounter into Mew. i remember it to this day almost 20 years later because i used it so much it also works on pokemon yellow but a little differently, i can't remember the distinction.
I really like how this personal project is going for you. And it's even more amazing how entertaining you show it to other people. And hey it's Pokemon Stadium (guy)✌️
Holy crap. You did it! Well since you made a video idea out of my last comment, now I'm going to ask you to make an Arduino device that allows a game boy color to communicate with a 3DS wirelessly so that you can trade pokémon between your 3DS saves and your cartridge games. I know that you can buy 3DS Wi-Fi cards, and when you try to trade between 3DS pokémon virtual console games, it kind of enters this pause mode for the 3DS's to connect. So theoretically, if you can get something to mimic a 3DS wireless signal to connect to that plugs in to a game boy colors, trade cord slot, you could connect an actual gen 1 game with a virtual console game. This idea forever but I'm a junior developer and I do not understand enough to build it myself 😅.
Here's a fun idea -- as I recall, you can't change the nickname in red and blue if you got the pokemon from a trade. That's just its new name, forever. (Assuming it's a "whether your trainer ID matches or not" thing) I'm guessing since it's a byte in memory that the original Stadium glitch would still alter nicknames of traded pokemon but would your fix let you bypass the nickname restriction? I guess it'd just be easier to use a gameshark on your original save file at that point, but still. Neat!
So, I haven’t looked at it since I became old enough to drive, 15 years ago, so I have no idea how useful this would actually be, but DK64 had a ludicrously long Enable Code that might be worth looking at. I would imagine that if there is some kind of method of dealing with using a metric ton of GS codes at once, it’ll be in that Enable Code.
I was wondering about Mr. Mime too, but I remembered you can't get a Gen1 Mr. Mime named as "Mr. Mime" because he's only available as a traded pokemon, he will always have a nickname. I think the only possible way to get an un-named Mr. Mime would be to trade from Gen 2?
Yeah ive heard conflicting info on whether or not the ROM is actually loaded from the cart or if the pokemon red/blue/yellow roms are bundled into pokemon stadium. Would be intriguing to investigate
You have done a service to PJ64 users everywhere. Also that’s receiving payment for Nintendo stuff they shouldn’t(sure it’s only delay of service but does Nintendo ever do that to us? No, they haven’t , especially not like this) because yeah it’s payment to remove that window. You’ve effectively given the people the method to make PJ64 truly free
Was wondering what version I had, then I remembered that I have black-faced Jynx, so 1.0. The faint numbers stamped into the back label say 41 with no letter so that's confirmation. Revision 1 with an A at the end of the numbers makes Jynx purple, and revision 2 with a B fixes this nickname glitch.
I vaugely remember that RBY stores the trainer name twice and it interacts with the OLD MAN catching tutorial as the game temporarily changes the player name to OLD MAN before reverting it. I could be totally off though.
Nah, that's not what that's for. It's more likely that the second copy of the name attached to each Pokémon is the original trainer's name, for when you trade the Pokémon to someone else. The copy made by the game when running that tutorial doesn't exist at all until you run that tutorial. It works by copying your trainer name to the place in memory where encounter data is stored, running the encounter, and then copying the player name back. That's why the Cinnabar Island surf glitch works the way it does. It winds up using the bytes of the player's name as the Pokémon encounter data.
Alright, I think I have a question that fits within your conditions. First, thank you for telling us how to save the name of the lamest Pokemon of all time. Secondly, thank you for using the Adrian Brody song at complete random in your video. Third... cat. Jet Force Gemini! There's a name. One of Rare's beloved games for the N64, it has not-so-beloved behavior with the totem unlocks. That is, much like the super special eggs in Banjo Kazooie, they're saved to the game for all time when they're found with no way to clear the save data. Since this was the start of Nintendo moving over to Flash, even cracking the cart open won't do anything, because there's no battery to desolder and solder back in. Banjo Kazooie has a Gameshark code to erase the 6 eggs and that ice key: 81283400 0000 but no one's been able to find a code to do the same for all those multiplayer unlockables in Jet Force Gemini. (A list: www.raregamer.co.uk/games/jet-force-gemini-unlockables/ ) It'd be nice to have some way to set the game back to factory default, so if that was something you'd be interested in investigating I'd sure be grateful.
Great video! I really like your channel. The sorting algorithm you're using for the gameshark codes is essentially the same as an algorithm called "selection sort"
@@drdca8263 it's still selection sort, the only difference is that it's sorting the list based on a derived value (edit distance from the previous item) rather than by the values directly.