Submission Text Full Submission Page

Introduction

Hi there! In this exciting episode of 'Pokémon Gold: The Game', a young boy named 'A' is going to run around Johto buying and selling items he finds on his journey. Then, he will look in his Coin Case and will make a call to his best friend '999', who will make him a Pokémon Champion without ever fighting the Elite Four.

This run does not aim for the fastest possible time. It was made to show the people that Generation I isn't the only Pokémon game series that can be completed with pure glitches. I am also 100% sure that this run could be significantly improved, since I have no knowledge about how RNG works in Generation II. I was solving all my problems by inserting big amounts of delay between important actions, so that RNG gets a chance to cycle a couple of times. And, since it is my first TAS ever (excluding the tests), I may have made a bunch of obvious mistakes along the way.

Categories

  • Heavy glitch abuse
  • Heavy luck manipulation
  • Forgoes save data corruption
  • Low% completion
  • Uses a game restart sequence

Emulator/ROM

The movie was recorded on VBA-RR v23.6 svn480. Since VBA has problems with emulating the Real Time Clock while recording a movie, and correct RTC values are crucial for the run, the RTC emulation was turned off. All other settings were left at their defaults.
I used a standard UE Gold Version ROM found on the Interwebz. MD5: a6924ce1f9ad2228e1c6580779b23878, filename: Pokemon Gold Version (UE) [C][!].gbc

About the run

This run is abusing 3 different programming errors:
1. Pokémon cloning glitch
In order to buy all the items needed, a huge amount of money is required. Thankfully, using the Pokémon cloning glitch to clone a Pokémon holding an item duplicates the item too. So, to get that huge amount of money, 3 Pokémon holding 3 valuable items (Nugget, PP Up, Big Mushroom) are cloned, essentially doubling my amount of cash.
2. Coin Case glitch/glitch dimension
On Pokémon Gold/Silver, there is a popular glitch involving opening the Coin Case after listening to Machop/Machamp's cry. The Coin Case text script is improperly terminated, so the game tries to execute commands past the actual script, leading to arbitrary code execution.
This text script error causes the game to jump to address $E112. By listening to specific cries, manipulating the party Pokémon list and by standing in specific locations on the map, it is possible to redirect that accidental jump to a useful location - I chose my 4th boxed item as a location to store my code (more on that later).
3. Glitched Pokégear numbers
There exist only 36 different numbers a player can hold in their Pokégear contact list. However, the maximum value for a byte is 255, not 36. So there exist (255-36 equals... umm...) 219 numbers with no behavior assigned. Every number has a pointer, which tells the game where to look for the script to execute after calling a number.
All those script pointers are located in a table. Like with the glitch Pokémon in Gen I, requesting a script pointer for a number with ID bigger than 36 will cause the game to read a pointer from a memory area beyond the table. And by sheer luck, the number ID 255 (0xFF) happens to have a script pointer that triggers the Hall Of Fame sequence!
Creating the payload
So the goal of the run is to turn the Coin Case's bad habit of executing arbitrary code into our favor, by causing it to add a glitch person with ID 255 into the Pokégear. Then, by calling that newly added person - we complete the game.
I'm not going to describe the method how the Coin Case's arbitrary code execution works in much detail. If you're interested in the inner workings of this glitch, visit this link: http://forums.glitchcity.info/index.php/topic,6716.0.html
The address $E112, the initial jumping location, is a ECHO RAM section which contains several music/sound related addresses. By playing different sounds and cries it is possible to change the code flow and jump somewhere else. Machop's cry contains a sequence which will redirect the instruction pointer to $EB12.
Now at $EB12, a table of current color palettes is located. By standing in specific areas, it is again possible to redirect the code flow. The grassy area in front of Bill's lab is such a specific area - it contains a jump to $FA98.
After this jump, we're finally located somewhere more useful - in the middle of the third party Pokémon data. This is where the most manipulation potential is. But instead of trying to construct opcodes by catching Pokémon with specific IVs, I decided to use fourth Pokémon's moveset and ID number to create yet another jump to $F61D - 4th item in the PC box. Now, I can construct my own program inside my PC.
The code used to add the person only has to do two different things:
  • Add the actual person to the list (write 0xFF to any address between $D9C6 and $D9CF)
  • Clean up the stack and return control back to the game
So normally, this piece of machine code should look like this:
ld   a,$ff
ld   ($d9c6),a
inc  sp
ld   bc,$0134
push bc
jp   $12f5

Sadly, it would be way too easy if it was possible with such a little bit of effort. The opcodes we can use are severely limited by the maximum quantity (99) and the item availability. The real code used to add the glitch ID 255 to the Pokégear is a lot more difficult to understand, and half of it are just elaborate ways of doing nothing, just to pad the opcodes and make them representable as items.
Below is the item list used in the run, and the code it evaluates to.
*** ANY ITEM, ANY QTY     
*** ANY ITEM, ANY QTY     
*** ANY ITEM, ANY QTY    
X Defend              x2   
TM49                  x1   
Hyper Potion          x5   
Burn Heal             x7   
Fresh Water           x1   
Surf Mail             x79  
PP UP                 x1   
TM34                  x1  
*** ANY ITEM, ANY QTY      
Antidote              x30  
TM28                  x1   
*** ANY ITEM, ANY QTY     
Carbos                x1   
*** ANY ITEM, ANY QTY      
Awakening             x29  
Blk Apricorn          x1   
*** ANY ITEM, ANY QTY      
Flower Mail           x46 
TM08                  x1   
Great Ball            x4   
Parlyz Heal           x10  
Big Mushroom          x1   
*** ANY ITEM, ANY QTY     
RageCandyBar          x1   
*** ANY ITEM, ANY QTY    
Flower Mail           x51  
Surf Mail             x51 
TM33                  x1   
*** ANY ITEM, ANY QTY      
TM41                  x1  
inc sp
db $02      ; item filler
pop af
ld bc,$0510 ; [$0510] == 0x4F
ld a,(bc)
rlca
ld l,$01
or l
ld c,a
ld a,$01
ld ($ff00+c),a
ld bc,$0000 ; 0000 - any item, any qty
db $09      ; item filler
ld e,$db
ld bc,$0000 ; 0000 - any item, any qty
dec e
ld bc,$0000 ; 0000 - any item, any qty
db $0c      ; item filler
dec e
ld h,e
ld bc,$0000 ; 0000 - any item, any qty
db $35      ; item filler
ld l,$c7
ld bc,$0404 ; [$0404] == 0xFF
db $0d      ; item filler
ld a,(bc)
ld d,a
ld bc,$0000 ; 0000 - any item, any qty
ld (hl),d
ld bc,$0000 ; 0000 - any item, any qty
db $b8      ; item filler
inc sp
db $05      ; item filler
inc sp
pop hl
ld bc,$0000 ; 0000 - any item, any qty
jp hl

Hard luck manipulations used:

  • Manipulating the trainer ID's high byte to be 0xD6 or 0xF6 (~0.78%)
  • Encountering a Paras holding Tinymushroom (~3.75%)
  • Encountering a Paras holding Big Mushroom (~1.2%)
  • And of course, long continuous critical hit streaks to speed up the battles

Explaining certain steps

At the game's very beginning (first 8 minutes of the game), all actions are delayed on purpose, most noticeably, by continuously mashing the A button, causing the text scrolling to be delayed. For some reason, with insufficient time delay, I wasn't able to successfully get the Coin Case to do what I wanted. Also, derping on the new game menu at the game start is required to get a proper trainer ID.
While travelling from town to town, I collect every possible valuable item I can find. The real problem with getting all the needed items is the lack of money. So I try to earn as much money as I can, so later only one item duplication round is needed to satisfy my needs.
The real time clock is very important to the trick. If the glitch person 255 is called after the morning has passed, the game would say that 'the number is out of the area'. Also, the lady who gives out TM21 (Frustration) comes only on Sundays.
Special thanks to Sanqui, for discovering the actual arbitrary code part of the coin case glitch.

Noxxa: Judging.
Noxxa: While this run does well to showcase an arbitrary code execution glitch that can be used to enter the Hall of Fame, there are a number of issues that make it unsuitable for publication:
  • It is slower than the current unassisted any% record of 1:22:13 by Werster.
  • It is also not optimal for a TAS at some points, e.g. when walking around for a wild Pokémon encounter.
  • It also does not conform to the standard of what's considered finishing the game, which is triggering the credits through defeating Red, not through the Hall of Fame. (However, whether this is required for glitched completion may be debatable. Werster's unassisted run also uses major glitches and finishes the game by defeating Red. My personal opinion is that a glitched TAS should trigger the credits through Red.)
For these reasons, I'm rejecting the run for publication. Good luck on your future attempts!


Player (36)
Joined: 9/11/2004
Posts: 2630
MrWint wrote:
Sadly, I found no useful indication in the game's memory that shows beating Red, all there is is one flag that determines whether Red is hidden, which is initially set, unset by beating the elite four and then again set after beating Red.
I would assume that there is a flag or several that show you've beat the Elite Four. So game completion would simply be flag(s) set shows Elite Four beaten and flag set that Red is hidden.
Build a man a fire, warm him for a day, Set a man on fire, warm him for the rest of his life.
Sanqui
Any
Player (26)
Joined: 4/25/2011
Posts: 33
MrWint wrote:
I looked into the coin case glitch a little, it isn't the position that decides where your jump goes, but the window location of the background tile buffer. The details are somewhat technical, I probably post a more in-depth explanation in the glitch city forum thread when I have more time for it, but basically you get the jump from virtually anywhere on the map, not just New Bark, which makes the glitch far more useful and in particular would make this run faster.
Yeah, I know. I just walked around New Bark until I saw a jump opcode in wram. I wouldn't say it's virtually anywhere, it did take some seeking—around 10 minutes, but I might've been unlucky or just blind. Also padz looked into it and found a better vector too, iirc.
ovo
Skilled player (1040)
Joined: 7/24/2013
Posts: 175
OmnipotentEntity wrote:
MrWint wrote:
Sadly, I found no useful indication in the game's memory that shows beating Red, all there is is one flag that determines whether Red is hidden, which is initially set, unset by beating the elite four and then again set after beating Red.
I would assume that there is a flag or several that show you've beat the Elite Four. So game completion would simply be flag(s) set shows Elite Four beaten and flag set that Red is hidden.
You probably don't want this as game completion. Simply setting these bits using memory manipulation shouldn't count I guess, whereas skipping the elite four by manipulating Red's bit and then beating Red should. Both of which wouldn't be covered in your definition. Also, I'm not sure if you would want such a strict definition, in the end it's all for the entertainment value anyway.
Sanky wrote:
MrWint wrote:
I looked into the coin case glitch a little, it isn't the position that decides where your jump goes, but the window location of the background tile buffer. The details are somewhat technical, I probably post a more in-depth explanation in the glitch city forum thread when I have more time for it, but basically you get the jump from virtually anywhere on the map, not just New Bark, which makes the glitch far more useful and in particular would make this run faster.
Yeah, I know. I just walked around New Bark until I saw a jump opcode in wram. I wouldn't say it's virtually anywhere, it did take some seeking—around 10 minutes, but I might've been unlucky or just blind. Also padz looked into it and found a better vector too, iirc.
I posted a description in your glitch city forum thread. It's hard to find positions by running around, since the location you are in doesn't really matter, it's the (relative) path you went that is important.
Editor, Player (44)
Joined: 7/11/2010
Posts: 1029
I'd say beating Lance and beating Red are different categories, sort of like beating the Elite 4 versus beating the Elite 4 Round 2 in FireRed/LeafGreen.
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6437
Location: The land down under.
ais523 in a speedrun of Gold time stops after Beating Red.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
ALAKTORN
He/Him
Former player
Joined: 10/19/2009
Posts: 2527
Location: Italy
Miles wrote:
Zeupar wrote:
That question has an easy answer: The run should finish when it reaches the credits.
But the game plays the credits twice. Regular runs don't end the first time they play.
When’s the second time?
Patashu
He/Him
Joined: 10/2/2005
Posts: 4043
ALAKTORN wrote:
When’s the second time?
Here's how a pokemon gold run works: You beat the elite four, hall of fame plays, credits plays, Red is made available. You beat Red, the flag for Red is unset (no longer available), credits plays. Pokemon gold runs are traditionally considered beaten when you beat Red - even though it's not the first time the credits plays - because that's when the game really ends.
My Chiptune music, made in Famitracker: http://soundcloud.com/patashu My twitch. I stream mostly shmups & rhythm games http://twitch.tv/patashu My youtube, again shmups and rhythm games and misc stuff: http://youtube.com/user/patashu
Skilled player (1741)
Joined: 9/17/2009
Posts: 4981
Location: ̶C̶a̶n̶a̶d̶a̶ "Kanatah"
ais523 wrote:
I'd say beating Lance and beating Red are different categories, sort of like beating the Elite 4 versus beating the Elite 4 Round 2 in FireRed/LeafGreen.
No. It's not the same as Firered/Leafgreen. In this game, the 2nd credit route doesn't affect anything done in the 1st credit route. In Firered/Leafgreen however, you must also take account with the fact at least 60 pokemon must be caught just to access the rest of the Sevii islands. This makes the any% route to be quite different for the 1st credit section.
Spikestuff
They/Them
Editor, Publisher, Expert player (2642)
Joined: 10/12/2011
Posts: 6437
Location: The land down under.
Don't make a new category keep it the same Defeat Elite 4 then Defeat Red. Done, that's it. Really? Really. And Like the RTA werster created, battle skips should be used. This creates 2 categories. any% and any% Glitched. That's it. Done. FINISHED.
WebNations/Sabih wrote:
+fsvgm777 never censoring anything.
Disables Comments and Ratings for the YouTube account. Something better for yourself and also others.
TASVideosGrue
They/Them
Joined: 10/1/2008
Posts: 2785
Location: The dark corners of the TASVideos server
om, nom, nom... blech!
Experienced player (690)
Joined: 2/5/2012
Posts: 1795
Location: Brasil
Red is the final boss,cmon.The elite 4 is just a filler.
I want all good TAS inside TASvideos, it's my motto. TAS i'm interested: Megaman series, specially the RPGs! Where is the mmbn1 all chips TAS we deserve? Where is the Command Mission TAS? i'm slowly moving away from TASing fighting games for speed, maybe it's time to start finding some entertainment value in TASing.