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List of glitches in Generation III

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050Diglett.png This article is incomplete.
Please feel free to edit this article to add missing information and complete it.
Reason: 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.

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 PokémonDollar.png0 and the player loses PokémonDollar.png2560 for every multiple of 256. For example, selling 999 Berries gives PokémonDollar.png2310 (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.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

Other than freezes, the game may experience tile or graphics corruption as well as other random behavior.


By ChickasaurusGL

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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.


By ChickasaurusGL

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.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By Nai
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.


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 as 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]


By ChickasaurusGL

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.


By G– Mizuka

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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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

BoEANSprite.png 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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.


By ChickasaurusGL

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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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

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.

By Erika Yukimenoko
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

Trainer's School window tile quirks

Black curtains in the Pokémon Trainer's School

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]

(Unused) corrupted tiles that control the pixels overlaid on the window


By ChickasaurusGL

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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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]

By ChickasaurusGL
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By Wooggle Smith
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By Nai
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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 error in the accuracy parameter

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

BoEANSprite.png 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.

By Luigi Haunter
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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.

By Jake Auralight °w° (Gligar13Vids)
This video is not available on Bulbapedia; instead, you can watch the video on YouTube here.

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).


By SargeantMario101

Snag recall bug

BoEANSprite.png This glitch is in need of research.
Reason: Is it fixed in XD?
You can discuss this on the talk page.
The bug in effect

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

BoEANSprite.png 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


Main
Multiple
generations
:
Cloning glitchesGlitch PokémonGlitch Trainers
Error messagesArbitrary code execution
Generation I: --0 ERRORCable Club escape glitchExperience underflow glitchFight Safari Zone Pokémon trick* • Glitch City
Item duplication glitchItem underflowMew glitchOld man glitchPewter Gym skip glitch
Pokémon merge glitchRhydon glitchSelect glitches (dokokashira door glitch, second type glitch)
Super GlitchTime Capsule exploitZZAZZ glitch
Generation II: Celebi Egg glitchCoin Case glitchesExperience underflow glitchGlitch dimension
Glitch EggSketch glitchTeru-samaTime Capsule exploitTrainer House glitches
Generation III: Berry glitch* • Dive glitchPomeg glitchGlitzer Popping
Generation IV: Acid rainGTS glitches* • Mimic glitch
Pomeg glitchRage glitchSurf glitch* • Tweaking
Generation V: Sky Drop glitch* • Frozen Zoroark glitch
Generation VI: Lumiose City save glitch*
Glitch effects: Game freezeGlitch battleGlitch song
Gens I/II only: Japanese characters in the international versions
Gen I only: Glitch screenTMTRAINER effectInverted sprites
Gen II only: Glitch dimension
Lists: Glitch movesGlitch types
Glitch Pokémon (Gen IGen IIGen IIIGen IVGen VGen VI)
Glitches (Gen IGen IIGen IIIGen IVGen VGen VISpin-off)

*Indicates glitches which have been officially acknowledged


Project GlitchDex logo.png This glitch Pokémon article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games.