List of items by index number (Generation I): Difference between revisions

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(please be making of the page "glitch item". Also, Jizo is the only possible translation, and refers to the Buddhist deity Ksitigarbha (but called Jizo by the Japanese))
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Each item has a number used to identify it in any game. The following list enumerates them according to the way they are stored in any [[Generation I]] [[Game Boy]] game.
Each item has a number used to identify it in any game. The following list enumerates them according to the way they are stored in any [[Generation I]] [[Game Boy]] game.


The names of items are stored in the ROM of {{2v2|Red|Blue}} at offset 0×472B with one byte for every character. An additional byte (with value 0×50) is used to tell the game that the next item belongs to the next index number.
The names of items are stored in the ROM of {{2v2|Red|Blue}} at offset 0x472B with one byte for every character. An additional byte (with value 0x50) is used to tell the game that the next item belongs to the next index number.


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==Invalid items (adjacent names)==
==Invalid items (adjacent names)==
The names of items end at offset 0×4A62. Following on directly from offset 0×4A63 are a list of floor names which are stored in the same format as items, meaning that they can be forced to appear as items, although they do not have valid effects and can freeze the game when used. These names are used by lifts and are retrieved from the same ROM location, meaning there is nothing in the game to suggest that these would once become real items.
The names of items end at offset 0x4A62. Following on directly from offset 0x4A63 are a list of floor names which are stored in the same format as items, meaning that they can be forced to appear as items, although they do not have valid effects and can freeze the game when used. These names are used by lifts and are retrieved from the same ROM location, meaning there is nothing in the game to suggest that these would once become real items.




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Proceeding the list of floor names (0×4A92) are a series of [[Pokémon Red and Green Beta|unused]] names written in Japanese, ending at (0×4B08).<ref>[http://jul.rustedlogic.net/thread.php?pid=387836#387836 Thread on Jul]</ref> Although these names do exist in the English {{2v2|Red|Blue}}, the names are illegible because the character table for the localised Generation I games is incompatible with {{2v2|Red|Green}}. The names may have once been part of multiple lists. Like the list of floor names, they do not have valid effects when forced as items.
Proceeding the list of floor names (0x4A92) are a series of [[Pokémon Red and Green Beta|unused]] names written in Japanese, ending at (0x4B08).<ref>[http://jul.rustedlogic.net/thread.php?pid=387836#387836 Thread on Jul]</ref> Although these names do exist in the English {{2v2|Red|Blue}}, the names are illegible because the character table for the localised Generation I games is incompatible with {{2v2|Red|Green}}. The names may have once been part of multiple lists. Like the list of floor names, they do not have valid effects when forced as items.


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Other names appear onwards from (0×4A92) before the names of HMs and TMs, appearing as glitch items. Whereas some glitch items have invalid names, others appear with names such as the name of the player's rival.<ref>[http://www.glitchcity.info/wiki/index.php/ItemDex Glitch City Laboratories ItemDex project]</ref>
Other names appear onwards from (0x4A92) before the names of HMs and TMs, appearing as glitch items. Whereas some glitch items have invalid names, others appear with names such as the name of the player's rival.<ref>[http://www.glitchcity.info/wiki/index.php/ItemDex Glitch City Laboratories ItemDex project]</ref>


==References==
==References==