Editing Glitches
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This glitch forces Denjuu with specific personalities to misbehave. | This glitch forces Denjuu with specific personalities to misbehave. | ||
* One should get a Denjuu with either a | * One should get a Denjuu with either a short-tempered personality (おこりんぼ), a very short-tempered personality (ちょーおこりんぼ) (both of which cause the Denjuu to sometimes use the first move automatically), a selfish personality (わがまま), or a very selfish personality (ちょーわがまま) (both of which cause the Denjuu to sometimes not attack at all). | ||
* The player should select "Fight." | * The player should select "Fight." | ||
* Next, the player should press B to return to the Fight/Flee screen. Each time this is done, there is a chance that the Denjuu will attack on its own (if it has a | * Next, the player should press B to return to the Fight/Flee screen. Each time this is done, there is a chance that the Denjuu will attack on its own (if it has a short-tempered/very short-tempered personality) or not attack at all (if it has a selfish/very selfish personality). | ||
* If this doesn't happen, then the player should repeat the above two steps until it does. | * If this doesn't happen, then the player should repeat the above two steps until it does. | ||
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==== Personality probability bug ==== | ==== Personality probability bug ==== | ||
Due to a glitch, a Denjuu is more likely to have a | Due to a glitch, a Denjuu is more likely to have a Relaxed (のんびり) personality than any other personality. There is a 14% chance of having a Carefree personality and an 8% chance of having any other personality. This is because the game uses a random 8-bit number (0-255) for generating random events. However, the problem here is that if the random number comes up between 240 to 255, the Denjuu will have the "default" Carefree personality, because the programmers only considered the outcomes from 0 to 240 (0-19 represents the first personality, Carefree, 20-39 represents the second personality, Relaxed, and so on). | ||
==== Raise FD past 100 ==== | ==== Raise FD past 100 ==== | ||
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==== Frequently misbehaving Denjuu ==== | ==== Frequently misbehaving Denjuu ==== | ||
If a Denjuu with an FD greater than 100 (due to the above glitch) has the following personalities | If a Denjuu with an FD greater than 100 (due to the above glitch) has any of the following personalities: Relaxed (のんびり), Carefree (ちょーのんびり), Careless (あわてもの), Oblivious (ちょーあわてもの), Timid (おくびょう), Cowardly (ちょーおくびよう), Tense (おこりんぼ), Irritable (ちょーおこりんぼ), Selfish (わがまま), or Stubborn (ちょーわがまま), it can misbehave very frequently, depending on its personality -- even more than it would if its FD were 0. Denjuu with personalities Faithful (りちぎ) and Loyal (ちょーりちぎ) are unaffected by the glitch. | ||
If it has the personalities Relaxed (のんびり), Carefree (ちょーのんびり), Careless (あわてもの), Oblivious (ちょーあわてもの), it has a very high chance that it will arrive late with this glitch. Denjuu with the personalities Timid (おくびょう) or Cowardly (ちょーおくびよう) will instead have a very high rate of running away. If a Denjuu has the personalities Tense (おこりんぼ) or Irritable (ちょーおこりんぼ), it will almost always use the first move. In all of these cases, normally the probability of behaving well is: (FD*2+55)/256. However, due to integer overflow, the formula becomes (FD*2-201)/256 when 100 < FD <= 228, and (FD*2-457)/256 when FD > 228. Therefore, if a Denjuu's FD is greater than, but very close to, 100, then it will have less than 1% chance of behaving. | |||
If it has the personalities Selfish (わがまま) or Stubborn (ちょーわがまま), then it will have a very low chance of attacking (a special case occurs at FD = 101, where the chances are 0%). Normally, the probability of behaving is (FD+155)/256. However, integer overflow causes this formula to change to (FD-101/256) when FD > 100, making the probability very low at values just above 101. | |||
=== Field Guide completion glitch === | === Field Guide completion glitch === | ||
If the Field Guide is completed when playing on a monochrome Game Boy, the graphics are garbled when the game attempts to congratulate the player. This is because the game does not check if it is being played on a monochrome Game Boy or not, so it tries to set attributes (i.e. color palettes of each tile) by writing to a RAM bank that does not exist on the original Game Boy, and ends up overwriting the tile map instead. [https://twitter.com/obskyr/status/1139534782424125441] | If the Field Guide is completed when playing on a monochrome Game Boy, the graphics are garbled when the game attempts to congratulate the player. This is because the game does not check if it is being played on a monochrome Game Boy or not, so it tries to set attributes (i.e. color palettes of each tile) by writing to a RAM bank that does not exist on the original Game Boy, and ends up overwriting the tile map instead. [https://twitter.com/obskyr/status/1139534782424125441] | ||
=== 99 items glitch === | === 99 items glitch === | ||
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File:Toulipa Antenna Tree Speed Eryngo 2.png|...But when fighting him, it turns out to be an Eryngo in Speed Version. | File:Toulipa Antenna Tree Speed Eryngo 2.png|...But when fighting him, it turns out to be an Eryngo in Speed Version. | ||
</gallery> | </gallery> | ||