List of glitches in Generation III: Difference between revisions

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{{GlitchResearch|How do battle-specific glitches work in Link Battles considering different language versions where the glitches are fixed and different games altogether (e.g.: RS-exclusive glitch in a Link Battle with FRLG)?}}
{{GlitchResearch|How do battle-specific bugs work in Link Battles considering different language versions where the bugs are fixed and 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 [[side series]] [[Pokémon games]].
This is a '''list of glitches''' that occur in the [[Generation III]] [[core series]] and [[Spin-off Pokémon games|spin-off]] [[Pokémon games]].


==Ruby and Sapphire==
==Ruby and Sapphire==
===256× item selling glitch===
===256× item selling bug===
When selling 256 or more 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 glitch can be performed with other items as well.
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|ChickasaurusGL|berries}}
{{YouTubeEmbed|IqU30uovmkg|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|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.
 
{{YouTubeEmbed|QVM12bkRXdE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|Ruby|Sapphire}}
 
Other than freezes, the game may experience tile or graphics corruption as well as other random behavior.
 
{{YouTubeEmbed|gsRM3kp8DSs|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|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 ("'''DEWFORD POKéMON GYM, BRAWLY'S CERTIFIED TRAINERS:'''"). After Brawly is defeated, it will list the {{player}} as a certified Trainer.
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}}.
 
{{YouTubeEmbed|UkJ6kukiTWE|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Fighting}}


{{youtubevid|UkJ6kukiTWE|Wooggle|fighting}}
===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.


===HP drain glitch===
{{YouTubeEmbed|c7CmRMN-OjA|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|HP}}
If in battle, the user's Pokémon deals over 33 037 damage, the opponent's Pokémon will faint without its {{stat|HP}} bar being drained. If the user's Pokémon deals exactly 33 037 damage, the HP bar falls to 0 instantly without any delay.


{{youtubevid|c7CmRMN-OjA|ChickasaurusGL|HP}}
===Landsurfing bug===
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.


===Landsurfing glitch===
{{YouTubeEmbed|LMk0Z8i0JY0|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|Water}}
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 tile. Choosing 'yes' will cause the player to Surf onto that land tile. The player can then Surf around on land. The game will still behave as if the player is walking normally otherwise, which is part of the reason for the sub-glitch described below.


{{youtubevid|LMk0Z8i0JY0|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.


====Bypass Fortree Gym block====
{{YouTubeEmbed|IadUK-a-5nE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|Water}}
This glitch can 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. At Fortree City, while Surfing, the player can "jump off" 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|white out]] to escape from the gym or the area surrounding it as well.


{{youtubevid|IadUK-a-5nE|ChickasaurusGL|water}}
===Nightmare damage bug===
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.


===Nightmare glitch===
{{YouTubeEmbed|yGusp-7hBa0|channel/UCmxPcJjW-ChC_fASAJ1Agsg|Ghost}}
If {{m|Nightmare}} is used on a {{status|sleep}}ing Pokémon yet the sleeping Pokémon wakes up due to {{a|Shed Skin}}, the opposing Pokémon is still harmed by Nightmare even though it is not asleep.


{{youtubevid|yGusp-7hBa0|NaiJPC|ghost}}
===Pay Day money error===
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.


===Pay Day error===
{{YouTubeEmbed|CxieyRroBQE|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|Normal}}
The wrong amount of money received from Pay Day will be displayed if the [[Amulet Coin]] is held by a Pokémon, leaving the impression that it does not affect {{m|Pay Day}}. Yet, upon checking the {{ga|Trainer Card}}, the player will discover that the money earned from Pay Day has been doubled and added to their total savings.


{{youtubevid|CxieyRroBQE|ChickasaurusGL|normal}}
===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.


===Sootopolis rock wall glitch===
{{YouTubeEmbed|FZ5M3za8eRU|channel/UC4y-4WvWxx2AowgudsYAlZQ|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.
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|Wooggle|rock}}
{{YouTubeEmbed|8s9qoVKNjEw|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Rock}}


===Stuck audio freeze===
===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]].
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 glitch===
===Trainer approach oversights===
{{GlitchResearch|Check all languages.}}
{{GlitchResearch|Check all languages.}}
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.
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}}.
 
{{YouTubeEmbed|awUZNb1rrJo|channel/UCgA3xOk7QY4MOYhc7EBFe0g|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 phrase of the buggy Mail when given to another Pokémon in the [[Party|Pokémon List]].


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]], gate, or wall, the Trainer will see the player and walk onto the ledge, gate, or wall to battle.
{{YouTubeEmbed|_JCUkA0UWJg|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|Psychic}}


{{youtubevid|awUZNb1rrJo|Wooggle|hoenn}}
<!--===Truck glitch===
At the start of the player's {{pkmn|journey}}, if the game is saved [[Inside The Truck]], reboots and exits the truck, it loads [[Littleroot Town]]'s location header pop-up as if a new area had been entered.


===Truck glitch===
{{YouTubeEmbed|h2XCR0s6mfQ|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Apricorn}}
At the start of the game, if the player saves inside the truck and reboots, upon exiting the truck the game tries to show "[[Littleroot Town]]" as if a new area had been entered, while it normally would not have been.
-->
==Emerald==
===Battle Tower cloning glitch===
{{main|Cloning glitches#Generation III}}


{{youtubevid|h2XCR0s6mfQ|Wooggle|apricorn}}
===Mirage Tower collision error===
In [[Mirage Tower]], there is no rock on the second floor near the stairs but the player cannot walk there.


==FireRed and LeafGreen==
{{YouTubeEmbed|KRAzeJman2g|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Ground}}
===Infinite Nugget glitch===
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. More due to lazy scripting than actually being a glitch, this is caused by an unset flag before the battle begins, making the script endlessly repeat itself.


This glitch only works in the Japanese and English versions as the oversight was fixed in the European localizations.
===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.


{{youtubevid|nPMvNJWmeGA|Wooggle|gold}}
===Pomeg glitch===
{{main|Pomeg glitch}}


===Pokédex category oversight===
{{YouTubeEmbed|nOEwPnv2TFM|channel/UCO_0coJ_V8PFPaXRtLlHNhw|Cool}}
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 the "Poison Bee Pokémon", it is listed in-game as the "Poison Pokémon". Internal game data lists categories the same as in {{game2|Ruby|Sapphire|Emerald}} and other games, so this is likely due to the game mistakenly reading the space in the category name as a terminator. This was corrected in the {{wp|Player's Choice}} releases (version 1.1) of the English versions.


===Poké Flute music oversight===
===Sootopolis Gym wall oversight===
When the player plays the [[Poké Flute]] and while the melody is playing, if the Help Menu is activated and deactivated, the music will be muted until the Pokémon wakes up.
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.


===Roaming Roar glitch===
{{YouTubeEmbed|jtVnvwFGGWA|channel/UCG11xx7bQcbXB4ThsgsYs7w|Ice}}
If a [[roaming Pokémon]] uses {{m|Roar}} to flee from battle, it will permanently disappear from the game. Most notably, this means that if the {{p|Raikou}} or {{p|Entei}} player encounters during the post-game uses Roar before it is caught, it cannot be encountered again, unless the game is reset to the state which it was in before the encounter.


==Ruby, Sapphire, FireRed, and LeafGreen==
===Trainer's School window tile quirks===
===Roaming IV glitch===
[[File:Pokémon Emerald black curtains.png|thumb|Black curtains in the Pokémon Trainer's School]]
This glitch causes [[roaming Pokémon]] to have extremely low {{IV}}s.
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.


In [[Generation III]], the data for a Pokémon's IVs are stored in a [[Individual values#Generation III|32-bit integer]]. However, when a roaming Pokémon is captured, only the last eight 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.
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.


==Emerald==
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.
===Battle Tower cloning glitch===
{{main|Cloning glitches#Generation III}}


===Black curtains glitch===
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.
[[File:Pokémon Emerald black curtains.png|frame|right|Black curtains in the Pokémon Trainer's School of Rustboro City]]
For unknown reasons, exclusively to Pokémon Emerald, having Pokémon at slots 4-6 in box 8 (or box 7 slots 26-28 in Japanese Emerald) of the [[Pokémon Storage System]] causes black pixels to be written on the sides of the windows of [[Rustboro City]]'s [[Pokémon Trainer's School]]. The pixels that appear depend on the Pokémon.


Slot 4 controls a small portion of tiles near the top of the window. Slot 5 controls a large portion of tiles around the middle of the window. Slot 6 controls a small portion of tiles near the bottom of the window.
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>


When all Pokémon are present in the slots, "curtains" typically appear, but one can manipulate the glitch (i.e. by having slot 4 and slot 6 occupied but not slot 5) to make the pixels not resemble curtains as much.
[[File:Pokémon Emerald trainer school window tiles.png|thumb|(Unused) corrupted tiles that control the pixels overlaid on the window]]


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.
{{YouTubeEmbed|tqdssikLGBk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|Black}}


The glitch happens 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, which are displayed in the way shown in the image below.<ref>[http://forums.glitchcity.info/index.php/topic,6428.msg198621.html#msg198621 Glitch City Laboratories forums - "Black Curtains of Rustboro (Emerald)" thread, post by TheZZAZZGlitch].</ref>
==Ruby, Sapphire, and Emerald==
===Dive glitch===
{{main|Dive glitch}}


[[File:Pokémon Emerald trainer school window tiles.png|thumb|left|250px|(Unused) corrupted tiles that control the pixels overlaid on the window]]
===Poké Mart worker oversight===
{{youtubevid|tqdssikLGBk|ChickasaurusGL|black}}
The [[Poké Mart]] worker 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.


===Mirage Tower glitch===
{{YouTubeEmbed|SntUFyb_3eM|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Medicine}}
In [[Mirage Tower]], there is no rock on the second floor near the stairs, but the player cannot walk there.


{{youtubevid|KRAzeJman2g|Wooggle|ground}}
===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.


===Pomeg glitch===
{{YouTubeEmbed|OyVh7WNd2iE|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Water}}
{{main|Pomeg glitch}}


{{youtubevid|nOEwPnv2TFM|Werster|cool}}
==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.


===Sootopolis Gym wall glitch===
This bug only works in the Japanese and English versions as it was fixed in the European localizations.
In the [[Sootopolis Gym]], right down the stairs the player can walk one step into the wall. If the player walks into the wall, the stairs will stop working until he/she steps back onto the floor.


{{youtubevid|jtVnvwFGGWA|MikaruMenoko|ice}}
{{YouTubeEmbed|nPMvNJWmeGA|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Gold}}


===Vigoroth cry oversight===
===Opening sequence oversight===
In the Japanese version, although the mover {{OBP|Pokémon|species}} at the start of the player's adventure were changed from {{p|Machoke}} to {{p|Vigoroth}} by altering the sprites and text, the [[cry]] of Machoke was kept.
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.


==Ruby, Sapphire, and Emerald==
===Pokédex category oversight===
===Dive glitch===
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.
{{main|Dive glitch}}
===Poké Mart worker glitch===
The [[Poké Mart]] worker at [[Oldale Town]] normally gives the player a [[Potion]]. However, 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|Wooggle|medicine}}
===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.


===Route 134 current glitch===
===Roaming Roar bug===
In the bottom-right corner of the island to the southeast of {{rt|134|Hoenn}}, there is a {{DL|Water tile|currents|current tile}} 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.
If a [[roaming Pokémon]] uses {{m|Roar}} to flee from {{pkmn|battle}}, it will permanently disappear for the current [[Saving|save file]], unless the player does not save the game after this occurs.


{{youtubevid|OyVh7WNd2iE|Wooggle|water}}
==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==
===Focus Punch glitch===
===Evolution move-learning script bug===
This glitch is triggered by selecting {{m|Focus Punch}} in a [[Double Battle]] on the first Pokémon, pressing the "B" button, then switching out the first Pokémon. When the battle is conducted, the first Pokémon will tighten its focus in preparation for Focus Punch, then switch out. This is due to charging turn having a [[priority]] of +8, and therefore being executed before switch out.
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 once the player presses the '''A''' button.


{{youtubevid|SepV3AIF4VQ|Wooggle|fighting}}
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.


===Sticky Hold glitch===
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>
This glitch occurs when {{m|Thief}} or {{m|Covet}} is used to knock out a Pokémon holding an [[item]] that has the {{a|Sticky Hold}} Ability. It causes the sprite of the defeated Pokémon to stay in a ghost-like form. This lasts until the screen is changed. Switching to the item list or Pokémon list will cause it to disappear.


If it is a battle against a team of six Pokémon, defeating the next Pokémon will cause that Pokémon's sprite to vanish normally, but the ghost-like 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 not remain. The original ghost-like sprite will remain and get recolored to match. This is because the game stores color palettes separately to the pictures themselves.
{{YouTubeEmbed|jIooN4DX3TU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|Hoenn}}


{{youtubevid|CR-MZ8QOBps|NaiJPC|dark}}
===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 charging turn having a [[priority]] of +8, and therefore being executed before the recall.


===Stuck audio glitch===
{{YouTubeEmbed|SepV3AIF4VQ|channel/UCgA3xOk7QY4MOYhc7EBFe0g|Fighting}}
If {{m|Thunder}} or {{m|Thunderbolt}} are used during battle with the [[Battle effects|effects]] enabled, the sound of the moves may get stuck until the game is rebooted.
 
===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.
 
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.
 
{{YouTubeEmbed|CR-MZ8QOBps|channel/UCmxPcJjW-ChC_fASAJ1Agsg|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|right|The error in the accuracy parameter]]
[[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}}==
===Experience glitch===
===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?}}
This glitch occurs when an opponent's last Pokémon is defeated by a {{status|burn}} or {{status|poison}} while the player's Pokémon are under the effect of {{m|Perish Song}}. When this occurs, 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.
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|Andrew42143|colosseum}}
{{YouTubeEmbed|41_bnx_Zs_Q|channel/UCggEnHVdFtDCboTsgese_NQ|Colosseum}}


===Infinite ball glitch===
===Poké Ball amount bug===
The infinite ball glitch enables the player to reuse any type of [[Poké Ball]].
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.


The glitch is performed by selecting a [[Poké Ball]] with the player's first Pokémon's turn. Then, on the second Pokémon's turn, switching the location of the Poké Ball in the Bag chosen with another Poké Ball in the Bag (using the "Y" button). After the Ball is thrown, the Poké Ball pocket will still have the same amount of Poké Balls, as if the 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.


Sometimes, if using a [[Master Ball]], the [[game freeze|game will freeze]] 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.


Also, if the second Pokémon is using a multiple-turn move that has been selected on a previous turn, the attack prevents the glitch from working, which causes the thrown [[Snag Ball]] to be used.
{{YouTubeEmbed|PK4lMxx6YAc|channel/UCzozMcF1kcR9dzsdEkRHdaw|Colosseum}}


{{youtubevid|PK4lMxx6YAc|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.


===Shiny Shadow Pokémon glitch===
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.
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 glitch occurs because when the player captures a Shadow Pokemon, 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 Pokemon to acquire (or lose) Shiny status. This is similar to the oddity of a hatched [[Pokémon 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).


In {{Pokémon XD}}, the game calculates a [[personality value]] for a Shadow Pokémon, it 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 Pokémon XD can never be Shiny (though other Pokemon, such as those appearing in [[Poké Spot]]s, or  Battle CD can be).
{{YouTubeEmbed|zqUo_u-MhwA|channel/UCrWfNs3bu-p_n4FqLPM7WSw|XD}}
{{youtubevid|zqUo_u-MhwA|SargeantMario101}}


===Snagging with switch out glitch===
===Snag recall bug===
{{GlitchResearch|Is it fixed in XD?}}
{{GlitchResearch|Is it fixed in XD?}}
[[File:Snagging glitch.png|thumb|right|The glitch in effect|240px]]
[[File:Snagging glitch.png|thumb|The bug in effect]]
If the player snags a Shadow Pokemon on the same turn AI switches out its other Pokemon (eg. to avoid {{m|Yawn}}'s effect), and the opponent only has two non-Shadow Pokemon left, the opponent will not properly send out a Pokemon in the place of the snagged one.
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.


===Walking glitch===
This bug can also be done in {{g|XD: Gale of Darkness}} under different conditions.
In [[Agate Village]], the cliffs directly to the left and right of the hill at the entrance are glitched. If the player walks downward while on these small cliffs, there are two specific points where the player will hit the edge and continue to walk, and the screen will start to shake. This can be used to automatically purify all [[Shadow Pokémon]] in the player's party or the Day Care while the control stick is held in the same direction. This glitch can also be done in [[Pokémon XD: Gale of Darkness]] under different conditions.


==References==
==References==
<references/>
{{reflist}}
 
{{Glitches}}<br>
{{Glitches}}<br>
{{Project GlitchDex notice}}
{{Project GlitchDex notice}}
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