Talk:Generation IV hybrid: Difference between revisions

Line 54: Line 54:


Maybe the D/P hybrids' index numbers aren't so arbitrary after all. I realized that hex 8000 (32,768), the value that they start at, is halfway between 0 and the maximum possible value, hex FFFF (65,535). This alone is interesting. In signed (able to be positive or negative) values, the values representing the negative numbers also start halfway between 0 and the maximum. Could it be that the game is partially accessing the normal Pokémon data through a negative index number? <span style="color:#404040;">'''~Dark'''</span><span style="color:#0054FF;">'''Storm'''</span><span style="color:#FFA200;">☆</span> 23:17, 17 December 2009 (UTC)
Maybe the D/P hybrids' index numbers aren't so arbitrary after all. I realized that hex 8000 (32,768), the value that they start at, is halfway between 0 and the maximum possible value, hex FFFF (65,535). This alone is interesting. In signed (able to be positive or negative) values, the values representing the negative numbers also start halfway between 0 and the maximum. Could it be that the game is partially accessing the normal Pokémon data through a negative index number? <span style="color:#404040;">'''~Dark'''</span><span style="color:#0054FF;">'''Storm'''</span><span style="color:#FFA200;">☆</span> 23:17, 17 December 2009 (UTC)
@ DarkStorm: All working glitches have some form of arbitrary purpose in the game. Take Q for example in Pokémon Yellow and ????? (FF) in G/S/C; they have a 'cloaking ability' to make all Pokémon below it appear invisible in the party. If you happen to view the first party member through the use of a code just after starting a new game it will likely display Q or ????? on these games to signifiy there is no valid code.
The typical 40 or so varients of missingno also seem to correspond to data which has partially been deleted whilst the 'pure glitches' such as LM4 are not like 'taking an mp3 file as an executable' because those account for actual coding in the game even though it may not be very apparant in the game. One of the first glitches discovered was the Doko-Kashira door glitch in Pokémon Green which involved a player taking advantage of the fact that they were able to 'temporarily switch both pokémon and item data at the same time.' in this glitch the player would eventually end up switching items with very high index numbers corresponding to item slots and manipulate the byte corresponding to where the trainer is to 'warp the trainer' to the hall of fame.
Since DS games have a larger ROM and a much more complex structure it is no surprise most glitches will crash the game because it is extremely unlikely the game would not run into any invalid opcodes before the Pokémon data was loaded. One could try an index number of 12345 and it would most likely crash; if your theory is correct it would be trying to read a glitch pokemon with a very large index number backwards but that would not mean it was arbitary; perhaps the game was trying to read item data or data from the next closest byte but that would most likely make the game crash.
That is a very good point you have there though; maybe to prevent glitchy sprites, cries and other factors the game will take 'negative equivalent' value for sprite data alone hence why all the DP hybrids seem to have the same cry and moves. That glitchy move it has is probably has a hexadecimal identifier of 0, or whatever the glitch was trying to refer to.
--[[User:Chickasaurus|Chickasaurus]] 12:23, 10 January 2010 (UTC)
2,073

edits