List of glitches (Generation I): Difference between revisions

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! style="background: #339; color:white; {{roundytr|5px}}" | Pokémon
! style="background: #339; color:white; {{roundytr|5px}}" | Pokémon
|- style="background: #D8D8F2"
|- style="background: #D8D8F2"
| {{evostone|Moon Stone}}
| [[Moon Stone]]
| {{p|Exeggutor}}
| {{p|Exeggutor}}
|- style="background: #E5F2D8"
|- style="background: #E5F2D8"
| {{evostone|Fire Stone}}
| [[Fire Stone]]
| [[MissingNo.]]{{tt|*|decimal index number 32}}
| [[MissingNo.]]{{tt|*|decimal index number 32}}
|- style="background: #D8D8F2"
|- style="background: #D8D8F2"
| {{evostone|Thunderstone}}
| [[Thunder Stone|Thunderstone]]
| {{p|Growlithe}}
| {{p|Growlithe}}
|- style="background: #E5F2D8"
|- style="background: #E5F2D8"
| {{evostone|Water Stone}}
| [[Water Stone]]
| {{p|Onix}}
| {{p|Onix}}
|- style="background: #D8D8F2"
|- style="background: #D8D8F2"
| {{evostone|Leaf Stone}}
| [[Leaf Stone]]
| {{p|Psyduck}}
| {{p|Psyduck}}
|}
|}
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====Indoors fishing oversight====
====Indoors fishing oversight====
In [[Cerulean Gym]], the [[water tile]]s have [[wild Pokémon]] data programmed in, which allows players to [[Fishing|fish]] {{OBP|Pokémon|species}}. This oversight was corrected in {{game|Yellow}}. The bug then returned in {{game|Gold and Silver|s}} but it was fixed once more in {{game|Crystal}}.
In [[Cerulean Gym]], the [[water tile]]s have [[wild Pokémon]] data programmed in, which allows players to [[Fishing|fish]] {{OBP|Pokémon|species}}. In {{game|Yellow}}, the {{Key|I|Old Rod}} and {{Key|I|Good Rod}} work, but the {{Key|I|Super Rod}} doesn't. The bug then returned in {{game|Gold and Silver|s}} but it was fixed once more in {{game|Crystal}}.


[[Lorelei]]'s room in [[Indigo Plateau]] also has this issue, which was fixed in Yellow as well.
[[Lorelei]]'s room in [[Indigo Plateau]] also has this issue, which was fixed in Yellow as well.
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[[Celadon Hotel]] is based on the layout design of a [[Pokémon Center]]. In this map, if the player stands in front of where the PC would be in a Pokémon Center, the player can access an invisible PC.
[[Celadon Hotel]] is based on the layout design of a [[Pokémon Center]]. In this map, if the player stands in front of where the PC would be in a Pokémon Center, the player can access an invisible PC.


There are also invisible PCs in the same position (accessible by facing up with the coordinates x=13, y=4 xblock=1, yblock=0) in [[Kanto Safari Zone|Safari Zone]] rest houses 2, 3 and 4 ([[List of locations by index number (Generation I)|maps 223-225]]), but these positions are not normally accessible, so memory hacking must be done. [[Arbitrary code execution]] exploits [http://glitchcity.info/wiki/index.php/Invisible_PCs written using the 8F item] can allow these extra PCs to be accessible without cheating.
There are also invisible PCs in the same position (accessible by facing up with the coordinates x=13, y=4 xblock=1, yblock=0) in [[Kanto Safari Zone|Safari Zone]] rest houses 2, 3 and 4 ([[List of locations by index number (Generation I)|maps 223-225]]), but these positions are not normally accessible, so memory hacking must be done or [[Arbitrary code execution]] [http://glitchcity.info/w/index.php?title=Invisible_PCs&stable=0#8F_method written using the 8F item] can allow these extra PCs to be accessible without cheating.


All known invisible PCs do not exist in {{game|Yellow}}.
All known invisible PCs do not exist in {{game|Yellow}}.
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{{main|Old man glitch}}
{{main|Old man glitch}}


===Japanese Red, Green, and Blue===
===Japanese Red and Green===
'''NOTE:''' The following [[glitch]]es affect all [[Game Boy]] versions of {{game|Red and Green|s}} (1.0 and 1.1) unless noted otherwise.
====Binding move wrong side fainting glitch====
This glitch was introduced in the later revision (v1.1) of Red and Green and seemingly does not occur in the v1.0 release. It was fixed in the English Red and Blue.


====Broken hidden items glitch====
When the player's Pokémon is immobile due to being trapped by the opponent's {{cat|Binding moves|binding move}}, but the opponent faints due to {{status|burn}} or {{status|poison}}, then the player's Pokémon will faint in addition to the opponent's Pokémon. This does not occur if the player's Pokémon is the one using the binding move. Despite the player's Pokémon fainting, it will still have full health on the Pokémon menu.
A glitch believed to have been fixed in Japanese Blue and later versions, where picking up one of six specific hidden items (such as the Nugget in Rocket Hideout B3F) causes the other five hidden items to disappear. The six hidden items can additionally be revived if the player hands over a [[Fossil]] to the scientist in [[Cinnabar Island]]'s [[Pokémon Lab]].


Pokémon Red, Green, Blue <!--and Yellow?--> have two coordinate pairs for hidden items in the ROM, in the "[https://github.com/pret/pokered/blob/cbc85b4d220b31c28266a227ff8789818631c4e9/data/hidden_objects.asm hidden object]" (holds coordinates, text ID, object routine) and "[https://github.com/pret/pokered/blob/master/engine/overworld/hidden_items.asm hidden item]" (holds maps and item coordinates) databases.
In a link battle, because the Pokémon is only considered to faint on its Trainer's side of the link and not its opponent's side, it can cause a communication error.


In the hidden object database, all hidden items use the same object routine for hidden items, which determines an item's "picked up" flag depending on how far it appears in the hidden item database.
{{Youtubevid|mJUOy-c4cCQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}


[http://s1271.photobucket.com/user/Torchickens/library/Red%20and%20Green%20broken%20hidden%20items?sort=3&page=1 Six hidden items] do not have matching coordinates (and one entry for a Rare Candy in [[Pokémon Mansion (Kanto)|Pokémon Mansion]] B1F has completely missing coordinates in the hidden items database), meaning that "item picked up" flag 255 is used. Hidden item flags start from bit 0 of $D66F, hence flag 255 is bit 7 of $D68E ($D66F+($FF/8)).
====Broken hidden items====
{{main|Broken hidden items}}
In {{game|Red and Green|s}}, there are six hidden items that do not function correctly. These hidden items are believed to have been fixed in [[Pokémon Blue Version (Japanese)|Japanese Pokémon Blue]] and later versions (including the localized versions of the [[Generation I]] games).


$D68E is an out-of-bounds address that is updated whenever the player passes over a Fossil (not necessarily giving it away, but giving it away will work as well) with the identifier of the Fossil (either Old Amber ($1F), Helix Fossil ($2A), Dome Fossil ($2B). None of these items have bit 7 set, meaning that passing over a Fossil will bring back all six items.
Picking up one of these six specific hidden items causes the other five hidden items to disappear. If the player hands over a [[Fossil]] to the scientist in [[Cinnabar Island]]'s [[Pokémon Lab]] (even if they choose not the revive it), all six hidden items reappear.


The broken hidden items cannot be detected by the [[Dowsing Machine|Itemfinder]].
The broken hidden items cannot be detected by the [[Itemfinder]]. Instead, five of these six items have another set of coordinates that the Itemfinder believes them to be located at instead, although there is no item hidden at that position.  


However, if the broken hidden item has "wrong coordinates" in the hidden item database, the Itemfinder may respond if it is used when the player is nearby the tile corresponding with the wrong coordinates. An item detected this way does not exist; the actual hidden item has its coordinates from the hidden object database.
{{Youtubevid|THTEoXhPFRk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}


{{Youtubevid|THTEoXhPFRk|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
===Japanese Red, Green, and Blue===
'''NOTE:''' The following [[glitch]]es affect all [[Game Boy]] versions of {{game|Red and Green|s}} (1.0 and 1.1) unless noted otherwise.


====Empty Pokémon List====
====Empty Pokémon List====
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====Swift effect glitch====
====Swift effect glitch====
Swift was designed to never miss, however due to a programming error in Pokémon Red, Green and Blue (as well as all known revisions of Japanese Yellow), the move is capable of missing (i.e. if the foe has raised evasion, or is under the invulnerable stage of {{m|Fly}} or {{m|Dig}} or possibly from 1/256 miss chance that affects other 100% accuracy moves) unless the foe has put up a {{m|Substitute}}.
Swift was designed to never miss, but due to a programming error in Pokémon Red, Green and Blue (as well as all known revisions of Japanese Yellow), the move is capable of missing (i.e. if the foe has raised evasion, or is under the invulnerable stage of {{m|Fly}} or {{m|Dig}} or possibly from 1/256 miss chance that affects other 100% accuracy moves) unless the foe has put up a {{m|Substitute}}.


This was amended in the English versions, which have Swift never miss (including when a Pokémon is under the invulnerable stage of Fly or Dig) regardless of whether the foe has set up a Substitute or not.
This was amended in the English versions, which have Swift never miss (including when a Pokémon is under the invulnerable stage of Fly or Dig) regardless of whether the foe has set up a Substitute or not.
{{Youtubevid|C6Hkos4vdsU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
{{Youtubevid|C6Hkos4vdsU|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Red|Green}}
====Whirlwind text box overflow====
In these games, if a Pokémon uses {{m|Whirlwind}} on a Pokémon with 5 characters in its name, the exclamation mark character overlaps with the border of the text box. This was corrected in the Japanese version of {{game|Yellow}} with the addition of a line break.
{{Youtubevid|o-VeLoDMn9I|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}


==Yellow==
==Yellow==
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Pikachu off-screen text box arbitrary code execution:
Pikachu off-screen text box arbitrary code execution:
{{Youtubevid|evdxp0UgunQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Electric}}
{{Youtubevid|evdxp0UgunQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Electric}}


==In all games==
==In all games==
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===Critical hit ratio error===
===Critical hit ratio error===
{{m|Focus Energy}} and [[Dire Hit]]s are intended to quadruple the {{DL|Damage modification|critical hit}} rate, but due to a glitch, they will quarter the chance of scoring a critical hit. This was fixed in {{g|Stadium}}.
{{m|Focus Energy}} and [[Dire Hit]]s are intended to quadruple the [[critical hit]] rate, but due to a glitch, they will quarter the chance of scoring a critical hit. This was fixed in {{g|Stadium}}.


===Cut glitch===
===Cut glitch===
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If the player does not have a [[Bicycle]] (or it has been deposited in the PC), it is still possible to reach {{rt|17|Kanto|Cycling Road}} by holding down the left button while the guard attempts to prevent the player from entering the Cycling Road. Upon entering Cycling Road, the player will be automatically riding a bike, despite not having one.
If the player does not have a [[Bicycle]] (or it has been deposited in the PC), it is still possible to reach {{rt|17|Kanto|Cycling Road}} by holding down the left button while the guard attempts to prevent the player from entering the Cycling Road. Upon entering Cycling Road, the player will be automatically riding a bike, despite not having one.


This is because pressing the down on the d-pad actually overrides the "walk back to the right" movement, thus ignoring the return movement.
This is because pressing left on the d-pad actually overrides the "walk back to the right" movement, thus ignoring the return movement.


{{Youtubevid|OCyYJHf-apw|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Kanto}}
{{Youtubevid|OCyYJHf-apw|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Kanto}}
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{{Youtubevid|zHHz-wQ1qFk|channel/UCygzs1A-1EFESFgk0Rqph5w|name=pokemontutorialTV|Normal}}
{{Youtubevid|zHHz-wQ1qFk|channel/UCygzs1A-1EFESFgk0Rqph5w|name=pokemontutorialTV|Normal}}
===Ditto DV manipulation===
If a [[wild Pokémon]] {{m|transform}}s again while it is already transformed, when it is caught it will have the [[Individual values|DVs]] of the first Pokémon it transformed into. The caught Pokémon will always be {{p|Ditto}} due to the Ditto assumption glitch.
This can be abused to cause the Pokémon to have DVs that correspond to those of a Shiny Pokémon in [[Generation II]] or when converted by [[Poké Transporter]]. If a Shiny Pokémon from Generation II is taught {{m|Mimic}}, it can copy Transform with Mimic from a wild Ditto (before Ditto transforms) to facilitate this.
{{Youtubevid|8Lb5pq0y6h8|channel/UCM-mVhpa-qe_QJXSDiCWGFw|name=v0id19|Normal}}


===Division by 0===
===Division by 0===
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====Order of priority of messages====
====Order of priority of messages====
This list is presented in the reverse order to which they are stored in the game data, which is likely the order they were added to the game. Therefore, messages higher on the list take priority over those lower on the list.
This list is presented in the reverse order to which they are stored in the game data. Messages higher on the list take priority over those lower on the list.
{| style="margin:auto; background: #{{unknown color light}}; {{roundy|1em}} border: 5px solid #{{unknown color}}"
{| style="margin:auto; background: #{{unknown color light}}; {{roundy|1em}} border: 5px solid #{{unknown color}}"
|-
|-
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===Exp. All oversight===
===Exp. All oversight===
{{main|Experience#Apparent Exp. All programming error in Generation I}}
{{main|Experience#Apparent Exp. All programming error in Generation I}}
If the player has an {{DL|Experience-affecting item|Exp. All}} in their bag and uses two or more Pokémon from their party in battle, then the total amount of experience gained overall will be decreased depending on the number of Pokémon used.
If the player has an [[Exp. Share|Exp. All]] in their bag and uses two or more Pokémon from their party in battle, then the total amount of experience gained overall will be decreased depending on the number of Pokémon used.


===Experience PC withdrawing glitch===
===Experience PC withdrawing glitch===
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[[File:Halloffameglitches.png|thumb|right|160px|Some corrupted Hall of Fame entries]]
[[File:Halloffameglitches.png|thumb|right|160px|Some corrupted Hall of Fame entries]]
{{main|MissingNo.#Glitches caused}}
{{main|MissingNo.#Glitches caused}}
When [[glitch Pokémon]] have been seen on the save file, the player's [[Hall of Fame]] is badly corrupted with entirely different Pokémon, even glitch Pokémon, and very glitched characters, names and levels. This does not affect the Pokémon themselves, rather the data seen in the Hall of Fame.
When [[glitch Pokémon]] have been seen on the save file, the player's [[Hall of Fame]] is badly corrupted with entirely different Pokémon, even glitch Pokémon, and very glitched characters, names and levels. This does not affect the Pokémon themselves, rather the data seen in the Hall of Fame, and is caused by the sprite decompression buffer overflowing into SRAM when a glitch Pokémon's sprite is decompressed.
{{-}}
{{-}}
===Haze opponent crippling===
===Haze opponent crippling===
If {{m|Haze}} is used to thaw a frozen Pokémon when it still needs to recharge from {{m|Hyper Beam}}, the Pokémon will thaw out but it will be unable to make a move until it faints even if a {{t|Fire}} type move is used later. This glitch was fixed in [[Pokémon Stadium]].
If {{m|Haze}} is used to thaw a frozen Pokémon when it still needs to recharge from {{m|Hyper Beam}}, the Pokémon will thaw out but it will be unable to make a move until it faints even if a {{t|Fire}} type move is used later. This glitch was fixed in [[Pokémon Stadium]].
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===Index #000 post-capture===
===Index #000 post-capture===
In [[Generation I]], if the player manages to capture an [['M (00)]], an invisible wild {{p|Ditto}} will still be in battle with the player where 'M (00) was before, and the battle will not end. This Ditto can then be caught.
In [[Generation I]], if the player manages to capture an [['M (00)]] or [[3TraninerPoké $]] an invisible wild {{p|Ditto}} will still be in battle with the player where 'M (00) was before, and the battle will not end. This Ditto can then be caught.


===Invisible Prof. Oak===
===Invisible Prof. Oak===
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===Mirror Move glitch===
===Mirror Move glitch===
During a Link Battle, if {{m|Mirror Move}} and a {{cat|Moves that partially trap|partial-trapping moves}} such as {{m|Wrap}} or {{m|Fire Spin}} are used together, a desync may be triggered due to one game interpreting that the attack used was Mirror Move (and failing) and the other game interpreting that the partial-trapping move was used instead.
During a Link Battle, if {{m|Mirror Move}} and a {{cat|Binding moves|binding move}} (such as {{m|Wrap}} or {{m|Fire Spin}}) are used together, the two player's games may become desynchronized due to one game interpreting that the attack used was Mirror Move (and failing) and the other game interpreting that the binding move was used instead.


{{Youtubevid|O8GMyy7x3WE&NR|channel/UCqnd5LOJjH5SURgI2RuYFBg|name=SloshedMail|Normal}}
{{Youtubevid|O8GMyy7x3WE&NR|channel/UCqnd5LOJjH5SURgI2RuYFBg|name=SloshedMail|Normal}}
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{{Youtubevid|YXa96wnSIOQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
{{Youtubevid|YXa96wnSIOQ|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
===Save Surf exploit===
The glitch is performed by standing next to a [[water tile]] that is facing up, left, or right, walk in that direction and pressing start without letting go of the D-Pad. The game then needs to be [[save]]d and reset. When loading the saved data, the player will be facing in the direction that was being held down when the start button was pressed. Using {{m|Surf}} will cause the player to surf on the tile immediately south, even if it is not a water tile.
When loading a save file, the player usually starts facing south. This is because of the limited data in the game. This glitch causes the player to face in a different direction, which confuses the game.
Since statues are [[#Statue water tile oversight|treated as water tiles]], this glitch can be performed by using a statue as the water tile. Most notably, this glitch can be used to bypass the sailor in order to re-board the [[S.S. Anne]] after it has set sail.
{{Youtubevid|W_aI_AVwJMQ|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Water}}


===Silent Indigo Plateau===
===Silent Indigo Plateau===
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* If the Pokémon whose turn it is not is burned, its current Attack stat gets halved.
* If the Pokémon whose turn it is not is burned, its current Attack stat gets halved.


This leads to three notably glitchy stat-related effects:
This leads to three notable unintended stat-related effects:
* Whenever one of the player's Pokémon's stat stages is modified, all of its other badge-boosted stats are multiplied by 1.125 again, even though they were already boosted. (The affected stat is recalculated correctly.) This effect can stack until a stat reaches the maximum of 999.
* Whenever one of the player's Pokémon's stat stages is modified, all of its other badge-boosted stats are multiplied by 1.125 again, even though they were already boosted. (The affected stat is recalculated correctly.) This effect can stack until a stat reaches the maximum of 999.
* When a Pokémon is burned or paralyzed, the Attack/Speed drop from the status will be applied again whenever its opponent uses a move that modifies stat stages (either raising its own or lowering the enemy's). This will similarly stack until the stat in question has dropped to the minimum of 1.
* When a Pokémon is burned or paralyzed, the Attack/Speed drop from the status will be applied again whenever its opponent uses a move that modifies stat stages (either raising its own or lowering the enemy's). This will similarly stack until the stat in question has dropped to the minimum of 1.
* When a burned or paralyzed Pokémon raises its Attack or Speed stat respectively with moves such as Swords Dance or Agility, the stat is recalculated in accordance with the boosted stat stage, but the status drop is not applied to it afterwards (since it's erroneously applied to the wrong Pokémon), effectively nullifying its effects.
* When a burned or paralyzed Pokémon raises its Attack or Speed stat respectively with moves such as Swords Dance or Agility, the stat is recalculated in accordance with the boosted stat stage, but the status drop is not applied to it afterwards (since it's erroneously applied to the wrong Pokémon), effectively nullifying its effects.
All of these issues were fixed in the [[Pokémon Stadium series]].


{{Youtubevid|GlhsYKeUt-w|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Fire|Electric}}
{{Youtubevid|GlhsYKeUt-w|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Fire|Electric}}


===Statue collision oversight===
===Statue water tile oversight===
The glitch is performed by standing next to a [[water tile]] that is facing up, left, or right, walk in that direction and pressing start without letting go of the D-Pad. The game then needs to be [[save]]d and reset. When loading the saved data, the player will be facing in the direction that was being held down when the start button was pressed. Using {{m|Surf}} will cause the player to surf on the tile immediately south, even if it is not a water tile.
The player can use {{m|Surf}} or a [[Fishing|Fishing rod]] when facing the right or left of a [[Gym]] statue. The [[Old Rod]] continues to pull up {{p|Magikarp}}, as it ignores location, but the [[Super Rod]] (and the [[Good Rod]] in Yellow) will display the message "Looks like there's nothing in here..." everywhere other than the [[Cerulean Gym]], which has wild Pokémon normally.
 
When loading a save file, the player usually starts facing south. This is because of the limited data in the game. This glitch causes the player to face in a different direction, which confuses the game.
 
{{Youtubevid|W_aI_AVwJMQ|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Water}}
 
===Statue fishing oversight===
The player can use [[Surf]] or a [[Fishing|Fishing rod]] when facing the right or left of a gym statue. The [[Old Rod]] continues to pull up [[Magikarp]], as it ignores location, but the [[Super Rod]] (and the [[Good Rod]] in Yellow) will bring up "Looks like there's nothing in here..." everywhere other than the [[Cerulean Gym]], which has wild [[Pokémon]] normally. This is probably because the developers didn't check on the statue's tile behavior on its interaction.


{{Youtubevid|BgcDXeDaw0M|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Water}}
{{Youtubevid|BgcDXeDaw0M|channel/UCgA3xOk7QY4MOYhc7EBFe0g|name=Wooggle|Water}}


===Struggle bypassing===
===Struggle bypassing===
In Generation I, {{m|Struggle|struggling}} can be avoided by allowing the game to self-select a move to be used, which can happen to any move used immediately after a Pokémon is {{status|Freeze|defrosted}}, or due to a handful of moves' effects ({{m|Bind}}, {{m|Clamp}}, {{m|Fire Spin}}, {{m|Hyper Beam}}, {{m|Metronome}}, {{m|Mimic}}, and {{m|Wrap}}) because of the auto-selection involved with {{cat|moves that partially trap|partial-trapping moves}}. A move used with 0 {{PP}} in this way would {{wp|arithmetic underflow|underflow}} to the maximum possible value, 63 PP, and, due to the way the data is structured, a move that 0 [[PP Up]]s had been used on would gain full PP Up status, while those on which PP Ups had been used would lose one PP Up boost. This glitch was addressed in Generation II games and later, which prevent a move from being executed if it has 0 PP.
In Generation I, a Pokémon can avoid using {{m|Struggle}} by allowing the game to self-select a move to be used, which can happen to any move used immediately after a Pokémon is thawed out after being {{status|Freeze|frozen}}, or due to the effects of one of several moves ({{m|Bind}}, {{m|Clamp}}, {{m|Fire Spin}}, {{m|Hyper Beam}}, {{m|Metronome}}, {{m|Mimic}}, and {{m|Wrap}}) because of the auto-selection involved with {{cat|binding moves}}. A move used with 0 {{PP}} in this way {{wp|arithmetic underflow|underflows}} to the maximum possible value, 63 PP; due to the way the data is structured, if this occurs, a move on which 0 [[PP Up]]s had been used will gain full PP Up status, while a move on which PP Ups had been used loses one PP Up boost.
 
From Generation II onward, this bug is addressed by preventing a move from being executed if it has 0 PP.


{{Youtubevid|I8AzgGoJbTs|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
{{Youtubevid|I8AzgGoJbTs|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Normal}}
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===Toxic counter glitches===
===Toxic counter glitches===
====With Leech Seed====
====With Leech Seed====
If the target of {{m|Leech Seed}} is also under the effect of {{m|Toxic}}, Leech Seed damage will increase every turn as the N value of Toxic increases because Leech Seed and Toxic both use the same damage algorithm (N * max(1, int(0.0625*MaxHP). This was fixed as of [[Generation II]]. If the current {{stat|HP}} of the recipient of Leech Seed's HP-restoring effect is greater than its maximum HP, its current HP will be set equal to its maximum HP.
If the target of Leech Seed is also under the effect of {{m|Toxic}} (or was under that effect and healed itself with {{m|Rest}}), because Leech Seed and Toxic both use the same damage algorithm, Leech Seed damage will be affected by Toxic's '''N''' parameter, and will increase each turn. This does not occur in [[Generation II]] onward.


{{Youtubevid|bNjEFgsIIIY|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Poison|Grass}}
{{Youtubevid|bNjEFgsIIIY|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Poison|Grass}}


====With Rest====
====With Rest====
If a Pokémon badly {{status|poison}}ed by {{m|Toxic}} uses {{m|Rest}}, the Toxic counter will remain, with the N value not being reset. If a Pokémon is then poisoned, {{status|burn}}ed, or affected by Leech Seed, the damage will increase each turn as with bad poison.
If a Pokémon {{status|bad poison|badly poisoned}} by {{m|Toxic}} uses {{m|Rest}}, the Toxic counter will remain, with the '''N''' value not being reset. If a Pokémon is then poisoned, {{status|burn}}ed, or affected by Leech Seed, the damage will draw upon (and increment) the '''N''' value, and will increase each turn. This does not occur in {{eng|Pokémon Stadium}} or [[Generation II]] onward.


{{Youtubevid|4LpWNnfk6tA|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Poison|Psychic}}
{{Youtubevid|4LpWNnfk6tA|channel/UCQcizw_rc-q55lmwU3w6-wA|name=Crystal_|Poison|Psychic}}
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===Trade cloning===
===Trade cloning===
{{main|Cloning glitches#Trading method}}
{{main|Cloning glitches#Trading method}}
===Trapping sleep glitch===
===Trapping sleep glitch===
To perform this glitch, player's Pokémon has to be partially trapped by another Pokémon. As it's trapped, the player should use healing items until the trapping ends. If the opposing Pokémon then puts player's Pokémon to sleep on the turn trapping ends, player's Pokémon will never move. To fix the glitch, player has to cure the sleep status.
To perform this glitch, player's Pokémon has to be {{cat|Binding moves|bound}} by another Pokémon. Because it is bound, the player should use healing items until the binding ends. If the opposing Pokémon then puts player's Pokémon to sleep on the turn the binding ends, the player's Pokémon will never move. To fix the glitch, the player has to cure the sleep status.


{{Youtubevid|fQF5Z5znLnc|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
{{Youtubevid|fQF5Z5znLnc|channel/UCZz2ixp-5T6VeAPtAMQ5v5Q|name=ChickasaurusGL|Glitch}}
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===Walking through walls===
===Walking through walls===
{{GlitchResearch|What happens if you save?}}
To walk through walls, the player must trick the game into letting them exit the Safari Zone while it still thinks the Safari Game is running, then jump off a ledge exactly when the game thinks the Safari Game should end. When the player jumps off a ledge, they temporarily lose collision interactions with solid objects until they land on the lower ground, so if the game transitions to another map before the player can land, the collision interactions are never restored. To make extended use of this glitch, the player must also black out while inside the Safari Zone's entrance building after being warped back when the Safari Game ended.
To walk through walls, the player must trick the game into letting them exit the Safari Zone while it still thinks the Safari Game is running, then jump off a ledge exactly when the game thinks the Safari Game should end. When the player jumps off a ledge, they temporarily lose collision interactions with solid objects until they land on the lower ground, so if the game transitions to another map before the player can land, the collision interactions are never restored. To make extended use of this glitch, the player must also black out while inside the Safari Zone's entrance building after being warped back when the Safari Game ended.


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From there, the player must walk 499 steps, ending at a position in the city where they can jump off a ledge with one more step. (The poisoned Pokémon loses HP every four steps and causes the screen to flash, so it is possible to count 124 flashes and take 3 further steps. By the same token, it is also possible to calculate a loss of 124 HP for the poisoned Pokémon and track its HP.) If the poisoned Pokémon has less than 124 HP, a Potion must be used on it to prevent it from fainting.
From there, the player must walk 499 steps, ending at a position in the city where they can jump off a ledge with one more step. (The poisoned Pokémon loses HP every four steps and causes the screen to flash, so it is possible to count 124 flashes and take 3 further steps. By the same token, it is also possible to calculate a loss of 124 HP for the poisoned Pokémon and track its HP.) If the poisoned Pokémon has less than 124 HP, a Potion must be used on it to prevent it from fainting.


After the player has walked 499 steps and is in an appropriate position, they must jump off the ledge so that they are in midair when they run out of steps for the Safari Game (with the glitched drop shadow sprite underneath the player). They will be warped back to the Safari Zone entrance building and the background music will stop. The player is now able to walk through walls, but attempting to leave the building at this point would cause the game to crash. Talking to the man will only cause him to say "Welcome to the Safari Zone" without actually asking if the player wants to enter. If the player walks around in the building until the poisoned Pokémon faints, they will black out and be warped to the last [[Pokémon Center]] they healed at, and from there they will be able to walk through walls anywhere outdoors. The glitch wears off when entering a door (the normal entrance square to the bridge to the S.S. Anne where the NPC normally stops you counts as a door).
After the player has walked 499 steps and is in an appropriate position, they must jump off the ledge so that they are in midair when they run out of steps for the Safari Game (with the glitched drop shadow sprite underneath the player). They will be warped back to the Safari Zone entrance building and the background music will stop. The player is now able to walk through walls, but attempting to leave the building without the doors at this point would cause the game to crash. Talking to the man will only cause him to say "Welcome to the Safari Zone" without actually asking if the player wants to enter. If the player enters the Safari Zone, they will have over 100 Safari Balls and possibly infinite steps, but the player can't walk through walls anymore. If the player walks around in the building until the poisoned Pokémon faints, they will black out and be warped to the last [[Pokémon Center]] they healed at, and from there they will be able to walk through walls anywhere outdoors. The glitch wears off when entering a door (the normal entrance square to the bridge to the S.S. Anne where the NPC normally stops you counts as a door).


While in this state, the player can still talk to NPCs and interact with them as normal. Trainer battles will still trigger (however, upon completion of the battle, normal collision effects will be restored) and normal chat dialogue will remain. The player can interact with the "on display" Pokémon in Fuschia City where their only dialogue is "!". If the player heads to Cycling Road and finishes a trainer battle, they can walk around without a bike. If the player battles a trainer while standing on water, they will be unable to move in any direction without the use of Surf after the battle.
While in this state, the player can still talk to NPCs and interact with them as normal. Trainer battles will still trigger (however, upon completion of the battle, normal collision effects will be restored) and normal chat dialogue will remain. The player can interact with the "on display" Pokémon in Fuschia City where their only dialogue is "!". If the player heads to Cycling Road and finishes a trainer battle, they can walk around without a bike. If the player battles a trainer while standing on water, they will be unable to move in any direction without the use of Surf after the battle.
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The player is also able to fly and retain the ability to walk through walls. Under certain scenarios, this glitch may trigger the Glitch City glitch.
The player is also able to fly and retain the ability to walk through walls. Under certain scenarios, this glitch may trigger the Glitch City glitch.


Saving the game and reloading it restores normal collision effects. If the player stands on Cycling Road and saves and loads the game, they can walk around on Cycling Road without a bicycle. Saving and loading the game while on a water tile causes the player to be unable to move without the use of surf. Saving and loading the game while standing on top of the guard to the S.S. Anne allows the player to enter the bridge and then the ship.
Saving the game and reloading it restores normal collision effects. If the player stands on Cycling Road and saves and loads the game, they can walk around on Cycling Road without a bicycle. Saving and loading the game while on a water tile causes the player to be unable to move without the use of Surf. Saving and loading the game while standing on top of the guard to the S.S. Anne allows the player to enter the bridge and then the ship. If an NPC forces  the player to move, the glitch is cancelled.  


This glitch may also replace the sprites of some Trainers.
This glitch may also replace the sprites of some Trainers.
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===Time Capsule exploit===
===Time Capsule exploit===
{{main|Time Capsule exploit}}
{{main|Time Capsule exploit}}
===Shiny Ditto DV manipulation===
The Shiny Ditto glitch requires a game from [[Generation I]] and [[Generation II]], but only has an effect on a Generation II game. By trading any [[Shiny Pokémon]] to a Generation I game, having a wild {{p|Ditto}} transform into that Pokémon, then catching and trading the Ditto into a Generation II game, the Ditto will be Shiny.
{{Youtubevid|8Lb5pq0y6h8|channel/UCM-mVhpa-qe_QJXSDiCWGFw|name=v0id19|Normal}}


===Trade evolution learnset oversight===
===Trade evolution learnset oversight===
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For example, trading a level 34 {{p|Graveler}} from {{game3|Red and Blue|Pokémon Red|s}} to {{game3|Gold and Silver|Pokémon Gold|s}} will make the Graveler evolve into {{p|Golem}}. Since it is level 34, it will learn {{m|Rollout}}. If it is then traded back to Pokémon Red, it will still have the move, but the game won't recognize it properly since it is a Generation II move, so will become {{m|TM05}}.
For example, trading a level 34 {{p|Graveler}} from {{game3|Red and Blue|Pokémon Red|s}} to {{game3|Gold and Silver|Pokémon Gold|s}} will make the Graveler evolve into {{p|Golem}}. Since it is level 34, it will learn {{m|Rollout}}. If it is then traded back to Pokémon Red, it will still have the move, but the game won't recognize it properly since it is a Generation II move, so will become {{m|TM05}}.
==Glitches involving communication with Poké Transporter and Pokémon Bank==
===Pokémon Bank hex:FF glitch Pokémon glitch===
{{GlitchResearch|Test other glitch Pokémon. Check if there are other ways to prepare the box.}}
If a player attempts to transfer a Box 1 that has one Pokémon, an [['M (00)]] or [[3TrainerPoké $]] and eighteen Pokémon (in that order) through Poké Transporter and a 3DS Virtual Console versions of Red, Blue and Yellow, the Generation I game will be left with one [['M (FF)]] or [[Q ◣]] which is an [[unstable hybrid Pokémon]] of 'M (00) or 3TrainerPoké $ with a blank OT, ID of 00000 and no moves.
This Pokémon can be used for the [[Pokémon merge glitch]] unless stabilized through Day Care back into 'M (00) or 3TrainerPoké $.


==References==
==References==
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[[de:Bugs in der ersten Generation]]
[[de:Bugs in der ersten Generation]]
[[it:Elenco glitch nella prima generazione]]
[[ja:裏技一覧 (第一世代)]]
[[zh:游戏漏洞(第一世代)]]
[[zh:游戏漏洞(第一世代)]]
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