List of glitches (Generation III): Difference between revisions
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{{Incomplete|article | {{Incomplete|article|How do battle-specific bugs work in Link Battles considering different language versions where the bugs are fixed? What about different games altogether (e.g.: RS-exclusive glitch in a Link Battle with FRLG)?}} | ||
This is a '''list of glitches''' that occur in the [[Generation III]] [[core series]] and [[Spin-off Pokémon games|spin-off]] [[Pokémon games]]. | |||
This is a '''list of glitches''' that occur in the [[Generation III]] [[core series]] and [[ | |||
==Ruby and Sapphire== | ==Ruby and Sapphire== | ||
===256× item selling | ===256× item selling price bug=== | ||
When selling 256 | When selling at least 256 of an [[item]], even though the [[Poké Mart]] states the correct price, for every 256 the total price is actually counted as {{PDollar}}0 and the player loses {{PDollar}}2560 for every multiple of 256. For example, selling 999 Berries gives {{PDollar}}2310 (0 for 768, +2310 for 231). This is normally only possible with [[Berry|Berries]] because they are the only items that the player can hold more than 99 of, although through cheating the bug can be performed with other items as well. | ||
{{ | {{YouTubeVid|IqU30uovmkg|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Berries}} | ||
===Acro Bike instability=== | |||
In the Japanese versions of {{game|Ruby and Sapphire|s}}, if the player continuously performs bunny hops by holding the '''B''' button on [[tall grass]] for a long yet undetermined period of time, the [[Game freeze|game may freeze]] after a {{pkmn2|wild}} {{pkmn|battle}}. If the freeze occurs in [[Mt. Pyre]]'s summit, the clouds that are part of the map's [[weather]] remain animated. | |||
{{YouTubeVid|QVM12bkRXdE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Ruby|Sapphire}} | |||
Other than freezes, the game may experience tile or graphics corruption as well as other random behavior. | |||
{{YouTubeEmbed|gsRM3kp8DSs|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Ruby|Sapphire}} | |||
===Berry glitch=== | ===Berry glitch=== | ||
{{main|Berry glitch}} | {{main|Berry glitch}} | ||
This bug is exclusive to the earlier copies of the games as it was fixed in Japanese and European versions 1.1 and in English versions 1.2. | |||
===Dewford Gym statue error=== | ===Dewford Gym statue error=== | ||
The wall behind the statue to the right at the entrance of [[Dewford Gym]] behaves like a statue when approached and the A button is pressed (" | The wall behind the statue to the right at the entrance of [[Dewford Gym]] behaves like a statue when approached and the '''A''' button is pressed ("DEWFORD POKéMON GYM, BRAWLY'S CERTIFIED TRAINERS:"). After [[Brawly]] is defeated, it will list the player as a certified {{pkmn|Trainer}}. | ||
{{ | {{YouTubeVid|UkJ6kukiTWE|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Fighting}} | ||
===HP | ===HP bar oversight=== | ||
During a {{pkmn|battle}}, if the player's {{OBP|Pokémon|species}} deals over 33 037 [[damage]], the opposing Pokémon will [[Fainting|faint]] without its {{stat|HP}} bar being drained. If the damage dealt is exactly 33 037, the HP bar falls to 0 instantly without any delay. | |||
{{ | {{YouTubeVid|c7CmRMN-OjA|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|HP}} | ||
===Landsurfing | ===Landsurfing bug=== | ||
In the Japanese versions, by using the [[Acro Bike]] to side-hop north or south onto a tile adjacent to a water tile and then pressing A at the exact right frame, the player can bring up the {{m|Surf}} dialogue box while facing a land | In the Japanese versions of {{game|Ruby and Sapphire|s}}, by using the [[Acro Bike]] to side-hop north or south onto a tile adjacent to a [[water tile]] and then pressing A at the exact right frame, the player can bring up the {{m|Surf}} dialogue box while facing a regular tile on land. Answering yes will cause the player to Surf onto that tile. The player can then Surf around on land. The game will still behave as if the player is walking normally otherwise. | ||
{{ | {{YouTubeEmbed|LMk0Z8i0JY0|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Water}} | ||
This bug can also be used to enter the [[Fortree Gym]] without the {{key|III|Devon Scope}} (the [[Gym]] is normally blocked off from the north by an invisible {{p|Kecleon}}), if it is performed on {{rt|119|Hoenn}} and the player surfs north to [[Fortree City]]. While surfing in Fortree City, the player can jump off their {{OBP|Pokémon|species}} from the bridge south of Fortree Gym and access the Gym from there. In order to escape, a Pokémon with {{m|Teleport}} or {{m|Fly}} may be brought, however, the player must beat the Gym in order to use Fly. Presumably, the player can [[black out]] to escape from the Gym or the area surrounding it as well. | |||
This | |||
{{ | {{YouTubeVid|IadUK-a-5nE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Water}} | ||
===Nightmare | ===Nightmare damage bug=== | ||
If {{m|Nightmare}} is used on a {{status|sleep}}ing Pokémon | If {{m|Nightmare}} is used on a {{status|sleep}}ing {{OBP|Pokémon|species}} which is then awakened by {{a|Shed Skin}}, then the opposing Pokémon will still be harmed by Nightmare even though it is not asleep. | ||
{{ | {{YouTubeVid|yGusp-7hBa0|channel/UCmxPcJjW-ChC_fASAJ1Agsg|name=Nai|Ghost}} | ||
===Pay Day error=== | ===Pay Day money error=== | ||
The wrong amount of | The wrong amount of [[Pokémon Dollar]]s received from {{m|Pay Day}} will be displayed if the [[Amulet Coin]] is held by a {{OBP|Pokémon|species}}, leaving the impression that it does not affect Pay Day. Yet, upon checking the {{ga|Trainer Card}}, the player will discover that the amount was doubled accordingly. | ||
{{ | {{YouTubeVid|CxieyRroBQE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}} | ||
{{ | ===Roaming Pokémon encounter bug=== | ||
Encountering and defeating {{p|Latios}} or {{p|Latias}} after losing a Trainer battle (without any other wild encounters in between) will cause the game to keep the data of the opponent's [[Party|Pokémon List]] slots 2-6.<ref name="GCLF">[http://forums.glitchcity.info/index.php/topic,7016.msg199101.html#msg199101 Battle Tower Lati@s glitch]</ref> If these slots contain data that does not match a [[Bad Egg]] or a [[Fainting|fainted]] {{OBP|Pokémon|species}}, it will be sent out after defeating Lati@s, as if it were a Trainer battle. The Trainer's name is shown as "[[Pokémon Trainer|{{PK}}{{MN}} TRAINER]]" (ポケモントレーナー) and their Pokémon can be caught and [[nickname]]d. | |||
The game considers this a a {{pkmn2|wild}} battle in [[roaming Pokémon]] mode.<ref name="GCLF"/> As such, the Pokémon is able to flee if it's not trapped by {{m|Mean Look}} or {{m|Spider Web}}. The roaming Pokémon is considered defeated or {{pkmn2|caught}} after catching the Trainer's Pokémon or defeating them in battle. If the Pokémon flees or the player loses/decides to run away, the roaming Pokémon will not be recognized as defeated or caught and will keep roaming [[Hoenn]] even if it only has 0 {{stat|HP}} left; under such circumstances, the bug will automatically load the Trainer's Pokémon and skip the roaming Pokémon.<ref name="GCLF"/> Since the game behaves as if it were a [[wild Pokémon]] battle, it will not present the Trainer's sprite and/or their "victory" speech. [[Pokédex]] entry data is also added if the Pokémon is caught.<ref name="GCLF"/> | |||
[[Experience]] is gained from defeating the Trainer's Pokémon. If experience gains occur after defeating Lati@s, the game will keep playing [[Pokémon Ruby & Pokémon Sapphire: Super Music Collection|''Victory! (Wild Pokémon)'']] while the Trainer sends out their Pokémon. The original {{IV}}s of the Trainer's Pokémon are retained so the [[:#Roaming Pokémon IV bug|Roaming Pokémon IV bug]] does not apply.<ref name="GCLF"/> | |||
{{ | |||
The Trainer's Pokémon caught by the player may also become [[Bad Egg]]s, unless the Pokémon was obtained from a Trainer found in the {{Gdis|Battle Tower|III}}. This is because the Pokémon of other Trainers do not have a [[Trainer ID number]] and {{DL|Trainer ID number|Secret ID}} that match those of the player.<ref name="GCLF"/> | |||
{{ | {{YouTubeEmbed|FjqMC_p024A|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Psychic}} | ||
=== | ===Sand Ornament collapse bug=== | ||
In the Japanese versions of {{game|Ruby and Sapphire|s}}, if the player places a {{DL|Ornament|Breakable ornaments|Sand Ornament}} against the wall in a {{DL|Secret Base|Generation III|Secret Base}} and collapses it (with the '''A''' button), adds a one-tile or three-tile poster behind the ornament, then exits and returns to the Secret Base, the ornament will not appear to have crumbled and it will still have the poster behind it. Collapsing the Sand Ornament again will trigger a hole on its top area. | |||
{{ | {{YouTubeEmbed|FZ5M3za8eRU|channel/UC4y-4WvWxx2AowgudsYAlZQ|name=G– Mizuka|Ground}} | ||
== | ===Sootopolis rock wall oversight=== | ||
In [[Sootopolis City]], to the left of the staircase leading to the house of the old lady who talks about [[Mt. Pyre]] is a rock wall that the player can walk in. The player can only go one step in, however. | |||
{{YouTubeVid|8s9qoVKNjEw|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Rock}} | |||
{{ | ===Stuck audio freeze=== | ||
In some copies of {{game|Ruby and Sapphire|s}}, using {{m|Thunder}} or {{m|Thunderbolt}} may cause the [[Game freeze|game to freeze]] during the animation sequences of the [[move]]s. This can be remedied by turning off the [[battle effects]] in the [[options]]. | |||
=== | ===Trainer approach oversights=== | ||
{{GlitchResearch|Check all languages.}} | |||
There are three [[Non-player character|NPCs]] who may move on top of an obstacle. This does not occur in the Spanish versions as none of these {{pkmn|Trainer}}s move. | |||
If the player stands in {{rt|118|Hoenn}}'s {{tc|Aroma Lady}} Rose, {{rt|121|Hoenn}}'s {{tc|Gentleman}} Walter, or [[Abandoned Ship]]'s {{tc|Tuber}} Charlie's line of sight while directly behind the [[ledge]], fence, or wall, the Trainer will notice the player and walk over these obstacles and {{pkmn|battle}}. | |||
= | {{YouTubeVid|awUZNb1rrJo|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Hoenn}} | ||
=== | ===Trick Mail bug=== | ||
In the Japanese versions of {{game|Ruby and Sapphire|s}}, the [[move]] {{m|Trick}} can be used to switch {{DL|Mail|Generation III|Mail}} with the [[held item]] of the opposing {{OBP|Pokémon|species}}. This results in an [[item]] that has the Mail icon but acts like the item retrieved by Trick. If this bug is repeated six times, Mail can be given to the Pokémon without having to attach a message, and the player can just indefinitely withdraw the item from the Pokemon by giving it Mail then withdrawing it again. This can also corrupt tiles and their collision parameters based on the phrase of the buggy Mail when given to another Pokémon in the [[Party|Pokémon List]]. | |||
{{YouTubeEmbed|_JCUkA0UWJg|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Psychic}} | |||
==Emerald== | ==Emerald== | ||
Line 92: | Line 93: | ||
{{main|Cloning glitches#Generation III}} | {{main|Cloning glitches#Generation III}} | ||
===Mirage Tower | ===Mirage Tower collision error=== | ||
In [[Mirage Tower]], there is no rock on the second floor near the stairs | In [[Mirage Tower]], there is no rock on the second floor near the stairs but the player cannot walk there. | ||
{{ | {{YouTubeVid|KRAzeJman2g|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Ground}} | ||
===Mover Vigoroth cry oversight=== | |||
In the Japanese version of {{game|Emerald}}, although the mover {{OBP|Pokémon|species}} at the player's house in [[Littleroot Town]] during their early {{pkmn|journey}} were changed from {{p|Machoke}} to {{p|Vigoroth}} by altering the sprites and text, the [[cry]] of Machoke was kept. | |||
===Pomeg glitch=== | ===Pomeg glitch=== | ||
{{main|Pomeg glitch}} | {{main|Pomeg glitch}} | ||
{{ | {{YouTubeEmbed|nOEwPnv2TFM|channel/UCO_0coJ_V8PFPaXRtLlHNhw|name=Werster|Cool}} | ||
===Sootopolis Gym wall | ===Sootopolis Gym wall oversight=== | ||
In | In [[Sootopolis Gym]], the player can walk one step into the wall to the right-down of the stairs, causing them to stop working until he/she steps back onto the floor. | ||
{{ | {{YouTubeVid|jtVnvwFGGWA|channel/UCG11xx7bQcbXB4ThsgsYs7w|name=Erika Yukimenoko|Ice}} | ||
=== | ===Trainer's School window tile quirks=== | ||
[[File:Pokémon Emerald black curtains.png|thumb|Black curtains in the Pokémon Trainer's School]] | |||
When a {{OBP|Pokémon|species}} is present in slots 4-6 of Box 8 (or Box 7's slots 26-28 in Japanese Emerald) of the [[Pokémon Storage System]], black pixels with a certain form are written on the sides of the windows of [[Rustboro City]]'s [[Pokémon Trainers' School|Pokémon Trainer's School]], based on the particular Pokémon. | |||
{{ | Slot 4 controls a small portion of tiles near the top of the window, while slot 5 controls a large portion of tiles around the middle, with slot 6 controlling a small portion of tiles near the bottom. | ||
When Pokémon fill all the affected the slots, curtain-like graphics typically appear, but one can manipulate this bug (i.e. by having slot 4 and slot 6 occupied but not slot 5) to make the pixels not resemble curtains as much. | |||
Specifically, with memory-address location randomization disabled, the tiles depend on the data from addresses $0202DAE4-$0202DB43. Each byte can control 1-2 pairs of pixels for the left and east-most sides. | |||
The bug occurs because data for tiles with IDs greater than 790 is overwritten with Pokémon data and the pixels on the window depend on the data of tiles 791-793.<ref>[http://forums.glitchcity.info/index.php/topic,6428.msg198621.html#msg198621 Black Curtains of Rustboro (Emerald)].</ref> | |||
[[File:Pokémon Emerald trainer school window tiles.png|thumb|(Unused) corrupted tiles that control the pixels overlaid on the window]] | |||
{{YouTubeEmbed|tqdssikLGBk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Rock}} | |||
==Ruby, Sapphire, and Emerald== | ==Ruby, Sapphire, and Emerald== | ||
===Dive glitch=== | ===Dive glitch=== | ||
{{main|Dive glitch}} | {{main|Dive glitch}} | ||
{{ | ===Poké Mart clerk oversight=== | ||
The [[Poké Mart]] clerk at [[Oldale Town]] normally gives the player a [[Potion]] but if the player has a full [[Bag]] when this happens, the Potion won't be handed out. If the player enters {{rt|103|Hoenn}} and then immediately returns to Oldale Town, the worker will be near the Poké Mart but will behave as if he was at original position. Talking to the worker again will lead the player into a tree; however, the player can get out, because they are only one tile into the trees. | |||
{{YouTubeVid|SntUFyb_3eM|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Medicine}} | |||
===Route 134 current error=== | |||
In the bottom-right corner of the island to the southeast of {{rt|134|Hoenn}}, there is a {{DL|Water tile|Currents|current}} that does not behave as a [[water tile]]. The player cannot {{m|Surf}} on it but can walk on it. Walking on it will simply push the player back onto the island to the left. | |||
{{YouTubeVid|OyVh7WNd2iE|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Water}} | |||
=== | ===Wally defeating Ralts oversight=== | ||
In the | In Pokémon Ruby, Sapphire and Emerald, it is possible for the capture tutorial where Wally catches a {{p|Ralts}} to end with Ralts [[fainting]]. This can only happen if {{p|Zigzagoon}} is generated with 11 Attack, and the wild Ralts has a [[Nature]] that lowers Defense, an [[Individual values|IV]] of 3 or less in HP, and 5 or less in Defense. With all this, Zigzagoon can do a maximum of 10 damage with its first {{m|Tackle}}, and after {{m|Growl}} is used on it, 7 with its second. This makes for a total of 17 damage, just enough to knock out Ralts. However, the game continues on as if it had been caught. The probability of this occurring is (182/800)*(4/25)*(4/32)*(6/32)*(5/16)*(7/16), or about 1 in 8574. | ||
{{ | {{YouTubeVid|xERTYBk3Txk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Emerald}} | ||
==FireRed and LeafGreen== | |||
===Nugget Bridge script oversight=== | |||
If the player loses to the {{tc|Team Rocket Grunt}} at the end of {{rt|24|Kanto|Nugget Bridge}}, the player has a chance to battle him again, unlike in the [[Generation I]] games. Each time he is rebattled, he will give the player a {{DL|Valuable item|Nugget}}, so one can purposely lose to obtain Nuggets repeatedly. This is caused by an unset flag before the battle begins, making the script endlessly repeat itself. | |||
This bug only works in the Japanese and English versions as it was fixed in the European localizations. | |||
{{YouTubeVid|nPMvNJWmeGA|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Gold}} | |||
===Opening sequence oversight=== | |||
In English versions 1.0, the word "PRESENTS" is not shown in the [[Game Freak]] logo part of the opening sequence despite the graphics data being present in the ROM. This was fixed in English versions 1.1. | |||
===Pokédex category oversight=== | |||
In the English version 1.0 release, if a [[Pokémon category]] has two words, the [[Pokédex]] will mistakenly only display the first word. For example, while {{p|Beedrill}}'s category is "Poison Bee Pokémon", it is listed in-game as "Poison Pokémon". Internal data lists categories as in {{game|Ruby and Sapphire|s}}, so the game likely reads the space in the category name as a terminator. This was corrected in version 1.1 of the English versions, which is the one distributed in the {{wp|Nintendo Selects|Player's Choice}} release. | |||
===Poké Flute music oversight=== | |||
While the [[Poké Flute]] melody is playing, if the [[Help System]] screen is opened and closed, the music will be muted until the {{OBP|Pokémon|species}} wakes up. | |||
===Roaming Roar bug=== | |||
If a [[roaming Pokémon]] uses {{m|Roar}} to flee from {{pkmn|battle}}, it will permanently disappear for the current [[Save|save file]], unless the player does not save the game after this occurs. | |||
==Ruby, Sapphire, FireRed, and LeafGreen== | |||
===Roaming Pokémon IV bug=== | |||
In the [[Generation III]] games, the data for a {{OBP|Pokémon|species}}'s {{IV}}s are stored in a {{DL|Individual values|Generation III|32-bit integer}}. However, when a [[roaming Pokémon]] is {{pkmn2|caught}}, only the last 8 bits are transferred. While the {{stat|HP}} IV is unaffected, the Pokémon can only have a maximum {{stat|Attack}} IV of 7. The other IVs will always be 0. | |||
==In all core series games== | ==In all core series games== | ||
=== | ===Evolution move-learning script bug=== | ||
If the player presses both '''A''' and '''B''' buttons during the same frame on the "Delete a move to make room for {move}?" message screen after their {{OBP|Pokémon|species}} [[Evolution|evolves]], the "Stop learning {move}?" message screen is loaded as a full black screen, making it invisible. The game behaves normally otherwise but the graphics are only properly reloaded after the player presses the '''A''' button. | |||
In the Western localizations of {{game|Ruby and Sapphire|s}}, the red focus rectangle can be seen on the black screen. This does not occur in the Japanese versions or in any release of {{game2|FireRed|LeafGreen|Emerald}} since a black focus arrow is used instead. | |||
This behavior is not seen in non-evolution scenarios because the games use other procedures for the move-learning sequence.<ref>[http://forums.glitchcity.info/index.php/topic,7335.msg198896.html#msg198896 Emerald Teach move Glitch]</ref> | |||
{{ | {{YouTubeVid|jIooN4DX3TU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Hoenn}} | ||
=== | ===Focus Punch recall bug=== | ||
By selecting {{m|Focus Punch}} in a [[Double Battle]] on the first {{OBP|Pokémon|species}}, pressing the '''B''' button, then [[recall]]ing the first Pokémon, the first Pokémon will tighten its focus in preparation for Focus Punch, then be recalled. This is due to the charging turn having a [[priority]] of +8, and therefore being executed before the recall. | |||
{{YouTubeVid|SepV3AIF4VQ|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle Smith|Fighting}} | |||
{{ | ===Sticky Hold graphics bug=== | ||
When {{m|Thief}} or {{m|Covet}} are used to knock out a {{OBP|Pokémon|species}} holding an [[item]] that also has the {{a|Sticky Hold}} Ability, the sprite of the defeated Pokémon becomes stuck and gets translucent until another screen is loaded. Switching to the [[Bag]] screen or the [[Party|Pokémon List]] will cause it to disappear. | |||
===Stuck audio | On a {{pkmn|battle}} against a full [[party]], defeating the next Pokémon will cause that Pokémon's sprite to vanish normally, but the stuck sprite will remain. If the second Pokémon is defeated without leaving the battle screen, a third Pokémon will come out, but the second Pokémon's sprite will be flushed out normally. The stuck sprite of the first Pokémon will remain and get recolored to match. This is because the game stores color palettes separately to the sprites themselves. | ||
If {{m|Thunder}} or {{m|Thunderbolt}} are used during battle with the [[Battle effects|effects]] enabled, the sound of the | |||
{{YouTubeVid|CR-MZ8QOBps|channel/UCmxPcJjW-ChC_fASAJ1Agsg|name=Nai|Dark}} | |||
===Stuck audio bug=== | |||
If {{m|Thunder}} or {{m|Thunderbolt}} are used during {{pkmn|battle}} with the [[Battle effects|effects]] enabled, the sound of the [[move]]s may get stuck until the game is rebooted. | |||
===Vital Throw details error=== | ===Vital Throw details error=== | ||
[[File:Vital Throw wrong display.png|thumb | [[File:Vital Throw wrong display.png|thumb|The error in the accuracy parameter]] | ||
The details on the description for the move {{m|Vital Throw}} show it as having 100% {{stat|accuracy}}, despite the move hitting the opposing Pokémon regardless of accuracy and {{stat|evasion}}. | The details on the description for the [[move]] {{m|Vital Throw}} show it as having 100% {{stat|accuracy}}, despite the move hitting the opposing {{OBP|Pokémon|species}} regardless of accuracy and {{stat|evasion}}. | ||
{{-}} | {{-}} | ||
=={{pkmn|Colosseum}}== | =={{pkmn|Colosseum}}== | ||
=== | ===Perish Song experience bug=== | ||
{{GlitchResearch|Do volatile status ailments like confusion, Leech Seed, and Curse cause this too?}} | {{GlitchResearch|Do volatile status ailments like confusion, Leech Seed, and Curse cause this too?}} | ||
When the last opposing {{OBP|Pokémon|species}} is defeated by a {{status|burn}} or {{status|poison}} while the player's Pokémon are under the effect of {{m|Perish Song}}, the player's Pokémon will gain [[experience]] immediately after the Pokémon [[Fainting|faints]], then once again each time one of the player's Pokémon's perish count drops. This allows Pokémon to gain the experience for defeating the Pokémon up to three times. | |||
{{YouTubeVid|41_bnx_Zs_Q|channel/UCggEnHVdFtDCboTsgese_NQ|name=Luigi Haunter|Colosseum}} | |||
===Poké Ball amount bug=== | |||
By selecting a [[Poké Ball]] during the turn of the player's first {{OBP|Pokémon|species}}, changing the location of the selected Poké Ball with another Poké Ball type in the Bag with the '''Y''' button on the second Pokémon's turn, then throwing the Poké Ball, the Poké Ball pocket will still display the same amount of Poké Balls, as if the Poké Ball just thrown had not been used. | |||
Sometimes, using a [[Master Ball]] will [[Game freeze|freeze the game]] and bring the "An error occurred" message the [[Nintendo GameCube]] gives when it fails to properly read a game. | |||
Additionally, if the second Pokémon is using a multiple-turn [[move]] that was selected on a previous turn, the attack prevents the bug from working, which causes the thrown [[Snag Ball]] to be used. | |||
{{YouTubeVid|PK4lMxx6YAc|channel/UCzozMcF1kcR9dzsdEkRHdaw|name=Jake Auralight °w° (Gligar13Vids)|Colosseum}} | |||
===Shiny Shadow Pokémon bug=== | |||
Like in the [[core series]] games, in {{g|Colosseum}} there is a 1/8192 chance of a [[Shadow Pokémon]] being {{Shiny}}, but it will most likely lose its Shiny status when captured by the player; conversely, there is a 1/8192 chance that a Shadow Pokémon may spontaneously become Shiny when captured by the player. | |||
This bug occurs because when the player captures a Shadow Pokémon, their [[Trainer ID number]] overwrites the [[original Trainer]]'s ID number, unlike with [[trade]]d Pokémon; because the Trainer ID number is a factor in Shiny calculation, this may cause the Pokémon to acquire (or lose) their Shiny status. This is similar to the oddity of a hatched {{pkmn|Egg}} changing from normal to Shiny (or vice-versa) if it was traded to another player before hatching. | |||
{{ | In {{g|XD: Gale of Darkness}}, the game calculates a [[personality value]] for a Shadow Pokémon, checks it against the player's and opponent's ID numbers, and if either one would result in a Shiny Pokémon, it generates a new personality value for that Pokémon (repeating if necessary). As a direct result, Shadow Pokémon in {{XD}} can never be Shiny (though other Pokémon, such as those appearing in [[Poké Spot]]s or [[Battle CD]]s, can be). | ||
= | {{YouTubeEmbed|zqUo_u-MhwA|channel/UCrWfNs3bu-p_n4FqLPM7WSw|name=SargeantMario101|XD}} | ||
=== | ===Snag recall bug=== | ||
{{GlitchResearch|Is it fixed in XD?}} | |||
[[File:Snagging glitch.png|thumb|The bug in effect]] | |||
If the player snags a [[Shadow Pokémon]] on the same turn that the {{wp|Artificial intelligence (video games)|AI}} opponent [[recall]]s its other Pokémon (e.g.: to avoid {{m|Yawn}}'s effect), and the opponent only has two non-Shadow Pokemon left, he/she will not properly send out a Pokémon in the place of the snagged one. | |||
{{clear}} | |||
=={{pkmn|Colosseum}} and {{XD}}== | |||
===Agate Village cliff bug=== | |||
{{GlitchResearch|XD variant details}} | |||
In {{g|Colosseum}}, the cliffs in [[Agate Village]] directly to the left and right of the hill at the entrance are buggy. While walking downwards on these small cliffs, there are two specific points where the player will hit the edge, continue to walk, and cause the screen to start to shake. This can be used to automatically purify all [[Shadow Pokémon]] in the player's [[party]] or the {{pkmn|Day Care}} while the {{wp|GameCube controller}}'s Control Stick is held in the same direction. | |||
This | This bug can also be done in {{g|XD: Gale of Darkness}} under different conditions. | ||
==References== | |||
{{reflist}} | |||
{{Glitches}}<br> | {{Glitches}}<br> |
Revision as of 00:36, 15 November 2015
This is a list of glitches that occur in the Generation III core series and spin-off Pokémon games.
Ruby and Sapphire
256× item selling price bug
When selling at least 256 of an item, even though the Poké Mart states the correct price, for every 256 the total price is actually counted as $0 and the player loses $2560 for every multiple of 256. For example, selling 999 Berries gives $2310 (0 for 768, +2310 for 231). This is normally only possible with Berries because they are the only items that the player can hold more than 99 of, although through cheating the bug can be performed with other items as well.
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Acro Bike instability
In the Japanese versions of Pokémon Ruby and Sapphire, if the player continuously performs bunny hops by holding the B button on tall grass for a long yet undetermined period of time, the game may freeze after a wild battle. If the freeze occurs in Mt. Pyre's summit, the clouds that are part of the map's weather remain animated.
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Other than freezes, the game may experience tile or graphics corruption as well as other random behavior.
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Berry glitch
- Main article: Berry glitch
This bug is exclusive to the earlier copies of the games as it was fixed in Japanese and European versions 1.1 and in English versions 1.2.
Dewford Gym statue error
The wall behind the statue to the right at the entrance of Dewford Gym behaves like a statue when approached and the A button is pressed ("DEWFORD POKéMON GYM, BRAWLY'S CERTIFIED TRAINERS:"). After Brawly is defeated, it will list the player as a certified Trainer.
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HP bar oversight
During a battle, if the player's Pokémon deals over 33 037 damage, the opposing Pokémon will faint without its HP bar being drained. If the damage dealt is exactly 33 037, the HP bar falls to 0 instantly without any delay.
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Landsurfing bug
In the Japanese versions of Pokémon Ruby and Sapphire, by using the Acro Bike to side-hop north or south onto a tile adjacent to a water tile and then pressing A at the exact right frame, the player can bring up the Surf dialogue box while facing a regular tile on land. Answering yes will cause the player to Surf onto that tile. The player can then Surf around on land. The game will still behave as if the player is walking normally otherwise.
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This bug can also be used to enter the Fortree Gym without the Devon Scope (the Gym is normally blocked off from the north by an invisible Kecleon), if it is performed on Route 119 and the player surfs north to Fortree City. While surfing in Fortree City, the player can jump off their Pokémon from the bridge south of Fortree Gym and access the Gym from there. In order to escape, a Pokémon with Teleport or Fly may be brought, however, the player must beat the Gym in order to use Fly. Presumably, the player can black out to escape from the Gym or the area surrounding it as well.
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Nightmare damage bug
If Nightmare is used on a sleeping Pokémon which is then awakened by Shed Skin, then the opposing Pokémon will still be harmed by Nightmare even though it is not asleep.
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Pay Day money error
The wrong amount of Pokémon Dollars received from Pay Day will be displayed if the Amulet Coin is held by a Pokémon, leaving the impression that it does not affect Pay Day. Yet, upon checking the Trainer Card, the player will discover that the amount was doubled accordingly.
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Roaming Pokémon encounter bug
Encountering and defeating Latios or Latias after losing a Trainer battle (without any other wild encounters in between) will cause the game to keep the data of the opponent's Pokémon List slots 2-6.[1] If these slots contain data that does not match a Bad Egg or a fainted Pokémon, it will be sent out after defeating Lati@s, as if it were a Trainer battle. The Trainer's name is shown as "PKMN TRAINER" (ポケモントレーナー) and their Pokémon can be caught and nicknamed.
The game considers this a a wild battle in roaming Pokémon mode.[1] As such, the Pokémon is able to flee if it's not trapped by Mean Look or Spider Web. The roaming Pokémon is considered defeated or caught after catching the Trainer's Pokémon or defeating them in battle. If the Pokémon flees or the player loses/decides to run away, the roaming Pokémon will not be recognized as defeated or caught and will keep roaming Hoenn even if it only has 0 HP left; under such circumstances, the bug will automatically load the Trainer's Pokémon and skip the roaming Pokémon.[1] Since the game behaves as if it were a wild Pokémon battle, it will not present the Trainer's sprite and/or their "victory" speech. Pokédex entry data is also added if the Pokémon is caught.[1]
Experience is gained from defeating the Trainer's Pokémon. If experience gains occur after defeating Lati@s, the game will keep playing Victory! (Wild Pokémon) while the Trainer sends out their Pokémon. The original IVs of the Trainer's Pokémon are retained so the Roaming Pokémon IV bug does not apply.[1]
The Trainer's Pokémon caught by the player may also become Bad Eggs, unless the Pokémon was obtained from a Trainer found in the Battle Tower. This is because the Pokémon of other Trainers do not have a Trainer ID number and Secret ID that match those of the player.[1]
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Sand Ornament collapse bug
In the Japanese versions of Pokémon Ruby and Sapphire, if the player places a Sand Ornament against the wall in a Secret Base and collapses it (with the A button), adds a one-tile or three-tile poster behind the ornament, then exits and returns to the Secret Base, the ornament will not appear to have crumbled and it will still have the poster behind it. Collapsing the Sand Ornament again will trigger a hole on its top area.
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Sootopolis rock wall oversight
In Sootopolis City, to the left of the staircase leading to the house of the old lady who talks about Mt. Pyre is a rock wall that the player can walk in. The player can only go one step in, however.
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Stuck audio freeze
In some copies of Pokémon Ruby and Sapphire, using Thunder or Thunderbolt may cause the game to freeze during the animation sequences of the moves. This can be remedied by turning off the battle effects in the options.
Trainer approach oversights
This glitch is in need of research. Reason: Check all languages. You can discuss this on the talk page. |
There are three NPCs who may move on top of an obstacle. This does not occur in the Spanish versions as none of these Trainers move.
If the player stands in Route 118's Aroma Lady Rose, Route 121's Gentleman Walter, or Abandoned Ship's Tuber Charlie's line of sight while directly behind the ledge, fence, or wall, the Trainer will notice the player and walk over these obstacles and battle.
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Trick Mail bug
In the Japanese versions of Pokémon Ruby and Sapphire, the move Trick can be used to switch Mail with the held item of the opposing Pokémon. This results in an item that has the Mail icon but acts like the item retrieved by Trick. If this bug is repeated six times, Mail can be given to the Pokémon without having to attach a message, and the player can just indefinitely withdraw the item from the Pokemon by giving it Mail then withdrawing it again. This can also corrupt tiles and their collision parameters based on the phrase of the buggy Mail when given to another Pokémon in the Pokémon List.
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Emerald
Battle Tower cloning glitch
- Main article: Cloning glitches#Generation III
Mirage Tower collision error
In Mirage Tower, there is no rock on the second floor near the stairs but the player cannot walk there.
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Mover Vigoroth cry oversight
In the Japanese version of Pokémon Emerald, although the mover Pokémon at the player's house in Littleroot Town during their early journey were changed from Machoke to Vigoroth by altering the sprites and text, the cry of Machoke was kept.
Pomeg glitch
- Main article: Pomeg glitch
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Sootopolis Gym wall oversight
In Sootopolis Gym, the player can walk one step into the wall to the right-down of the stairs, causing them to stop working until he/she steps back onto the floor.
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Trainer's School window tile quirks
When a Pokémon is present in slots 4-6 of Box 8 (or Box 7's slots 26-28 in Japanese Emerald) of the Pokémon Storage System, black pixels with a certain form are written on the sides of the windows of Rustboro City's Pokémon Trainer's School, based on the particular Pokémon.
Slot 4 controls a small portion of tiles near the top of the window, while slot 5 controls a large portion of tiles around the middle, with slot 6 controlling a small portion of tiles near the bottom.
When Pokémon fill all the affected the slots, curtain-like graphics typically appear, but one can manipulate this bug (i.e. by having slot 4 and slot 6 occupied but not slot 5) to make the pixels not resemble curtains as much.
Specifically, with memory-address location randomization disabled, the tiles depend on the data from addresses $0202DAE4-$0202DB43. Each byte can control 1-2 pairs of pixels for the left and east-most sides.
The bug occurs because data for tiles with IDs greater than 790 is overwritten with Pokémon data and the pixels on the window depend on the data of tiles 791-793.[2]
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Ruby, Sapphire, and Emerald
Dive glitch
- Main article: Dive glitch
Poké Mart clerk oversight
The Poké Mart clerk at Oldale Town normally gives the player a Potion but if the player has a full Bag when this happens, the Potion won't be handed out. If the player enters Route 103 and then immediately returns to Oldale Town, the worker will be near the Poké Mart but will behave as if he was at original position. Talking to the worker again will lead the player into a tree; however, the player can get out, because they are only one tile into the trees.
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Route 134 current error
In the bottom-right corner of the island to the southeast of Route 134, there is a current that does not behave as a water tile. The player cannot Surf on it but can walk on it. Walking on it will simply push the player back onto the island to the left.
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Wally defeating Ralts oversight
In Pokémon Ruby, Sapphire and Emerald, it is possible for the capture tutorial where Wally catches a Ralts to end with Ralts fainting. This can only happen if Zigzagoon is generated with 11 Attack, and the wild Ralts has a Nature that lowers Defense, an IV of 3 or less in HP, and 5 or less in Defense. With all this, Zigzagoon can do a maximum of 10 damage with its first Tackle, and after Growl is used on it, 7 with its second. This makes for a total of 17 damage, just enough to knock out Ralts. However, the game continues on as if it had been caught. The probability of this occurring is (182/800)*(4/25)*(4/32)*(6/32)*(5/16)*(7/16), or about 1 in 8574.
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FireRed and LeafGreen
Nugget Bridge script oversight
If the player loses to the Team Rocket Grunt at the end of Nugget Bridge, the player has a chance to battle him again, unlike in the Generation I games. Each time he is rebattled, he will give the player a Nugget, so one can purposely lose to obtain Nuggets repeatedly. This is caused by an unset flag before the battle begins, making the script endlessly repeat itself.
This bug only works in the Japanese and English versions as it was fixed in the European localizations.
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Opening sequence oversight
In English versions 1.0, the word "PRESENTS" is not shown in the Game Freak logo part of the opening sequence despite the graphics data being present in the ROM. This was fixed in English versions 1.1.
Pokédex category oversight
In the English version 1.0 release, if a Pokémon category has two words, the Pokédex will mistakenly only display the first word. For example, while Beedrill's category is "Poison Bee Pokémon", it is listed in-game as "Poison Pokémon". Internal data lists categories as in Pokémon Ruby and Sapphire, so the game likely reads the space in the category name as a terminator. This was corrected in version 1.1 of the English versions, which is the one distributed in the Player's Choice release.
Poké Flute music oversight
While the Poké Flute melody is playing, if the Help System screen is opened and closed, the music will be muted until the Pokémon wakes up.
Roaming Roar bug
If a roaming Pokémon uses Roar to flee from battle, it will permanently disappear for the current save file, unless the player does not save the game after this occurs.
Ruby, Sapphire, FireRed, and LeafGreen
Roaming Pokémon IV bug
In the Generation III games, the data for a Pokémon's IVs are stored in a 32-bit integer. However, when a roaming Pokémon is caught, only the last 8 bits are transferred. While the HP IV is unaffected, the Pokémon can only have a maximum Attack IV of 7. The other IVs will always be 0.
In all core series games
Evolution move-learning script bug
If the player presses both A and B buttons during the same frame on the "Delete a move to make room for {move}?" message screen after their Pokémon evolves, the "Stop learning {move}?" message screen is loaded as a full black screen, making it invisible. The game behaves normally otherwise but the graphics are only properly reloaded after the player presses the A button.
In the Western localizations of Pokémon Ruby and Sapphire, the red focus rectangle can be seen on the black screen. This does not occur in the Japanese versions or in any release of Pokémon FireRed, LeafGreen, and Emerald since a black focus arrow is used instead.
This behavior is not seen in non-evolution scenarios because the games use other procedures for the move-learning sequence.[3]
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Focus Punch recall bug
By selecting Focus Punch in a Double Battle on the first Pokémon, pressing the B button, then recalling the first Pokémon, the first Pokémon will tighten its focus in preparation for Focus Punch, then be recalled. This is due to the charging turn having a priority of +8, and therefore being executed before the recall.
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Sticky Hold graphics bug
When Thief or Covet are used to knock out a Pokémon holding an item that also has the Sticky Hold Ability, the sprite of the defeated Pokémon becomes stuck and gets translucent until another screen is loaded. Switching to the Bag screen or the Pokémon List will cause it to disappear.
On a battle against a full party, defeating the next Pokémon will cause that Pokémon's sprite to vanish normally, but the stuck sprite will remain. If the second Pokémon is defeated without leaving the battle screen, a third Pokémon will come out, but the second Pokémon's sprite will be flushed out normally. The stuck sprite of the first Pokémon will remain and get recolored to match. This is because the game stores color palettes separately to the sprites themselves.
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Stuck audio bug
If Thunder or Thunderbolt are used during battle with the effects enabled, the sound of the moves may get stuck until the game is rebooted.
Vital Throw details error
The details on the description for the move Vital Throw show it as having 100% accuracy, despite the move hitting the opposing Pokémon regardless of accuracy and evasion.
Colosseum
Perish Song experience bug
This glitch is in need of research. Reason: Do volatile status ailments like confusion, Leech Seed, and Curse cause this too? You can discuss this on the talk page. |
When the last opposing Pokémon is defeated by a burn or poison while the player's Pokémon are under the effect of Perish Song, the player's Pokémon will gain experience immediately after the Pokémon faints, then once again each time one of the player's Pokémon's perish count drops. This allows Pokémon to gain the experience for defeating the Pokémon up to three times.
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Poké Ball amount bug
By selecting a Poké Ball during the turn of the player's first Pokémon, changing the location of the selected Poké Ball with another Poké Ball type in the Bag with the Y button on the second Pokémon's turn, then throwing the Poké Ball, the Poké Ball pocket will still display the same amount of Poké Balls, as if the Poké Ball just thrown had not been used.
Sometimes, using a Master Ball will freeze the game and bring the "An error occurred" message the Nintendo GameCube gives when it fails to properly read a game.
Additionally, if the second Pokémon is using a multiple-turn move that was selected on a previous turn, the attack prevents the bug from working, which causes the thrown Snag Ball to be used.
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Shiny Shadow Pokémon bug
Like in the core series games, in Pokémon Colosseum there is a 1/8192 chance of a Shadow Pokémon being Shiny, but it will most likely lose its Shiny status when captured by the player; conversely, there is a 1/8192 chance that a Shadow Pokémon may spontaneously become Shiny when captured by the player.
This bug occurs because when the player captures a Shadow Pokémon, their Trainer ID number overwrites the original Trainer's ID number, unlike with traded Pokémon; because the Trainer ID number is a factor in Shiny calculation, this may cause the Pokémon to acquire (or lose) their Shiny status. This is similar to the oddity of a hatched Egg changing from normal to Shiny (or vice-versa) if it was traded to another player before hatching.
In Pokémon XD: Gale of Darkness, the game calculates a personality value for a Shadow Pokémon, checks it against the player's and opponent's ID numbers, and if either one would result in a Shiny Pokémon, it generates a new personality value for that Pokémon (repeating if necessary). As a direct result, Shadow Pokémon in XD can never be Shiny (though other Pokémon, such as those appearing in Poké Spots or Battle CDs, can be).
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Snag recall bug
This glitch is in need of research. Reason: Is it fixed in XD? You can discuss this on the talk page. |
If the player snags a Shadow Pokémon on the same turn that the AI opponent recalls its other Pokémon (e.g.: to avoid Yawn's effect), and the opponent only has two non-Shadow Pokemon left, he/she will not properly send out a Pokémon in the place of the snagged one.
Colosseum and XD
Agate Village cliff bug
This glitch is in need of research. Reason: XD variant details You can discuss this on the talk page. |
In Pokémon Colosseum, the cliffs in Agate Village directly to the left and right of the hill at the entrance are buggy. While walking downwards on these small cliffs, there are two specific points where the player will hit the edge, continue to walk, and cause the screen to start to shake. This can be used to automatically purify all Shadow Pokémon in the player's party or the Day Care while the GameCube controller's Control Stick is held in the same direction.
This bug can also be done in Pokémon XD: Gale of Darkness under different conditions.
References
This glitch Pokémon article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games. |