Speedrunning, creating useful payloads, unlocking stuff, all of that is cool and all... but sometimes you just gotta have some glitchy fun. (This is definitely not a low-effort attempt to keep the channel alive.)
And the Gameboy played the first song that came to its RAM, that just so happened to be The worst song in the world, It was the worst song on the world.
What if you wanted to use Growl but then ??????? said *Not even a nibble* *Not even a nibble* *Not even a nibble* *Not even a nibble* *Not even a nibble* *Not even a nibble*
Let's not forget that Numel is either Oblivious or Simple. Ruby pokedex even describes him as "extremely dull witted". In other words, he's gonna be just fine.
"Hey, you. You're finally awake. You tried to cross the border, right? Walked right into in that Rocket Ambush, same as us, and that thief over there."
This video specifically reminds me a lot of an extremely janky copy of Sapphire I owned at one point. Every time someone used Thunder it would nonstop play the sound effect even after battle for about 5 mins til I either saved and quit or the game crashed. There was also a save that nearly all of the event flags were automatically cleared, so I could skip entire cities for whatever reason. It also would just crash a lot in general, would be the usual GBA crash sound with a half a second or so of the current soundtrack that played lol. And yes, it was a legitimate copy, just super busted.
That glitch with thunder/Thunderbolt was semi common in the GBA games. Happens in emerald too where if you use either of those moves the sound effect lingers until you turn off the game. Turning off effects was a solution to this or reducing the volume on the system to 0 before you use the move.
@@BlazeLatiasPSO2 This actually happened during a Twitch Plays Pokemon run of an Emerald hack during the champion battle with Wallace. It kept going through the credits until the game reset
@Guilherme Fernandes AUTTP ATHDTC UTTPC It's called TriHard Emerald, has Nuzlocke-type gameplay. It works as a patch for Emerald rather than a standalone rom; was up on Github last I checked
I'll never forget my gba crashing at night and being terrified that my parents would hear the god awful screeching and I would be in trouble for playing on it at night
Starting a battle during a battle in Gen 1-2: Some glitchy transitions, and thats basically it Starting a battle during a battle in Gen 3: 2:53 If we're gonna have 2 battles anyway, *why not make it ten*
7:08: Welcome to the Mt. Chimney cable car, the next stop is Fiery Path. Please pay no attention to the dark void and snowfall around us. Also the glitch sounds at 4:58 and 8:39 actually hurt my ears, even with the volume reduced. Oof.
Watching this was just like watching someone mentally lose their sanity piece by piece, waiting for someone or something to put it out of its misery. Nice video though you should more of these types!
1:48 Delete this. 1:53 *Nightmares can't be forgotten now* 2:10 Checking my backpack while my pet is corrupting the entire universe. 2:35 /time set = night 2:41 SAIDO CHESTO. 2:46 You know what? Screw this I'm getting a new pokemon. 2:58 High Speed Movements. 3:10 Right Ther-... 3:13 I forgot my name. 3:42 Just checking my mailbox with my imaginary PC. 4:03 Selling Your Soul To The Darkness. 4:18 I Never had a choice. 4:22 Backpack is no more. 4:48 did you just opened a portal for the dark realm? 5:00 *Me entering the dark realm* 5:07 Numel:I'm *okay* 5:15 Dude, this is not the right moment for changing your status. 5:41 No it's Pikachu. 6:00 what if it was all just a dream... 6:20 you got mail. 7:33 Better Than Picasso 7:49 Waiting for something to happen? 7:59 Time Traveling. 8:30 Ah yes, qÁF. 8:35 POV: you catched a bad egg. 8:40 *spooky.* 8:57 Numel used Teleport!
Huh, i just noticed that when your game got reset, your trainer ID (6:03) became 00000. Perhaps knowing when ID generation takes place is useful information? Probably not though
And on top of when TID generation happens being known as CasualPokePlayer mentioned, it's actually quite useful in fact. It can be used for RNG manipulation, allowing players to for example obtain a Pokemon with a desired nature, perfect IVs or even shinies much more easily (Emerald uses TID, SID and PV to generate stuff for each frame afk) by timing your actions perfectly and making the game trigger its generation function on just the right frames. I was able to obtain a few shinies for fun this way.
TID is generated from a counter that starts at 0 and increments to 65535 (or FFFF in hex), the counter goes as fast as the cpu can handle meaning every frame it increments by several hundred to thousand times, once you put your name in it stops and a second counter starts to determine SID, however this is generated frame by frame and uses RNG, this stops at some point after you begin loading in, meaning it’s easily possible to generate a specific SID but extremely difficult to generate a specific TID. Since the counter starts at 0 and only increments when you select new game, any forced generation of TID will always result in 00000 as shown in the glitch
07:07 A combination of wrong warp and forced warp, as it triggered the Cable Car "going down" cutscene, which you can only do from the top of Mt. Chimney
5:57 I'd like to see you do a playthrough of a scenario when your progress was completely reset by the glitch...I'm curious about what aspects of the game may have been altered, if any
thank god you quieted the gba crash sound my eARS THANK YOU- glitches past gen 1 are always rlly interesting to me!! theres more wack shit past gen 1 lol
It's amazing how much unused content there is in older games like this, where memory was at much more of a premium than it is today. R/B/Y were always the most shocking to me. They had all sorts of stuff in them that never ended up getting used. Super interesting to see one of those unused mechanics come up in this!
I really like that the move still has a sound effect, it just makes the destruction of the game logic that much more satisfying when there's a hearty thwack
Why does the GBA have its own unique, specific crash noises? I know the Wii and DS have their own crash noises but they're more of a consistent held pitch rather than a looping track. What happens internally? Also how does the sound crash independently of the game
This is a total guess just based on what I've learned from Retro Game Mechanics Explained's video series on SNES hardware, but maybe the CPU and sound processing happen on separate chips, and the "crash sound" is what happens when the CPU crashes and the sound chip resorts to some kind of holding pattern due to a lack of response from its partner. It would follow, then, that the sound chip can crash without affecting the CPU that much.
The Wii and DS run games on top of an OS so the crashes can more or less by handled by the software. The GBA doesn't have any software interfacing between the games and the hardware so crashes aren't handled in any way and are therefore much more varied. The reason for the looping is what the other user said.
GBA has a hardware feature to play sound directly from memory. If the game crashes and stops giving it new sound data, it will just keep reading through all memory addresses. Most of them aren't actually connected to anything and just produce a semi regular pattern. On other systems, the game has to feed sound data into a buffer, so a crash leads to it just repeating the last few samples that were in the buffer. Or on the older ones, the game controls some waveform generators, so if it crashes they'll usually just keep playing the same tone. SNES is an unusual one because it has a separate CPU for sound, so a crash usually either won't affect it or will just play random songs and effects.
The Sega Genesis / Mega Drive is also a weird one because it has two CPUs: a MC68000 and a Z80. If the game's sound engine runs on the Z80, it'll produce similar effects to the SNES. If it's entirely on the 68000, it will hang on whatever tones the YM2612 and PSG were playing before the crash.
This video was amazing. The title almost put me off but i am glad i watched it. Thanks for your content (even though I feel like I don't know enough to fully appreciate it.) Can't believe you tried to pass that off as a square though, pffffff
You managed to fly away from a battle, what happens if you enter the route again? I don't really know how 3rd gen works but do map scripts get reset? Or can you get weird effects like gen1's LRTG?
My guess is that in the process of loading a zone, the game terminates a bunch of routines (like battles) just to be safe. I wonder however if there is a "inBattle" flag or something that maybe doesn't get properly reset, preventing you from entering battles or something.
I'd love to see more of this ohmygosh- I've been a fan of glitch pokemon related things for a really long time now, and by goodness, I really hope more later generations can be broken as well. I'm excited to see just how broken these games can get XD I remember laughing my butt off at some of your other videos ( "IT'S X2 TIME!" [RANDOM NOISES] is one of my odd favourites so far- Watching your vids is a ton of fun coming from a glitch pokemon fan
makes sense if they have endless amounts of items, but don't forget that they go shopping at an exclusive shop using time as currency... Which is broken, because they use milliseconds like it's a billion PokeCoins.
Now I could use a save editor to change the clock but I really want to do it this way, are there any resources that I can have to recreate the change clock event?