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In {{3v2|Red|Blue|Yellow}}, there are several unused error codes (Japanese: エラー) only available through glitches or hacking, that appear when the game prints the internal '00' character code in the middle of a text string. In Pokémon Red and Blue they appear in the form of '(x) ERROR.', while in Pokémon Yellow they appear in the form of '(x) error.' The error code is normally the index number of the text box that contains the '00' character. When an error code is printed on the screen, the game ignores all text that follows it. | In {{3v2|Red|Blue|Yellow}}, there are several unused error codes (Japanese: エラー) only available through glitches or hacking, that appear when the game prints the internal '00' character code in the middle of a text string. In Pokémon Red and Blue they appear in the form of '(x) ERROR.', while in Pokémon Yellow they appear in the form of '(x) error.' The error code is normally the index number of the text box that contains the '00' character. When an error code is printed on the screen, the game ignores all text that follows it. | ||
The memory address $FF8C usually stores the identifier of the text box after the message is closed. When displaying [[Game Corner]] prizes, it is used to store the current window. Error codes can appear during the [[Mew glitch|Trainer escape glitches]]. For example, in Pokémon Red and Blue, fleeing from the long-range Trainer on Route 6, re-enabling the ability to use the start menu with a Trainer in a location other than Route 6 and returning to Route 6 after reading the PokéMart sign in Vermilion City will bring up a '9 ERROR.' This is because the PokéMart sign in Vermilion City has a text identifier of 06h, stored in the memory address $CF13. Upon returning to Route 6, the game attempts to print text box 06h but the corresponding text for Route 6 doesn't exist and is presumably just a single | The memory address $FF8C usually stores the identifier of the text box after the message is closed. When displaying [[Game Corner]] prizes, it is used to store the current window. Error codes can appear during the [[Mew glitch|Trainer escape glitches]]. For example, in Pokémon Red and Blue, fleeing from the long-range Trainer on Route 6, re-enabling the ability to use the start menu with a Trainer in a location other than Route 6 and returning to Route 6 after reading the PokéMart sign in Vermilion City will bring up a '9 ERROR.' This is because the PokéMart sign in Vermilion City has a text identifier of 06h, stored in the memory address $CF13. Upon returning to Route 6, the game attempts to print text box 06h but the corresponding text for Route 6 doesn't exist and is presumably just a single 00 character, so the game prints a '9 ERROR.' | ||
<!--Some of this text relating to the Trainer-Fly glitch has been copied from TCRF. I'm (User:Chickasaurus) aka Torchickens, the original author http://tcrf.net/index.php?title=Pok%C3%A9mon_Red_and_Blue&action=historysubmit&diff=122435&oldid=119851--> | <!--Some of this text relating to the Trainer-Fly glitch has been copied from TCRF. I'm (User:Chickasaurus) aka Torchickens, the original author http://tcrf.net/index.php?title=Pok%C3%A9mon_Red_and_Blue&action=historysubmit&diff=122435&oldid=119851--> |
Revision as of 14:11, 25 May 2013
- Error redirects here. For errors in the game's programming, see glitch.
In the Pokémon games, there are several error codes which can appear when the game is not functioning properly. These codes were probably intended to help developers by indicating the nature of the error and roughly where to look for it.
In Generation I
In Red, Blue, and Yellow, there are several unused error codes (Japanese: エラー) only available through glitches or hacking, that appear when the game prints the internal '00' character code in the middle of a text string. In Pokémon Red and Blue they appear in the form of '(x) ERROR.', while in Pokémon Yellow they appear in the form of '(x) error.' The error code is normally the index number of the text box that contains the '00' character. When an error code is printed on the screen, the game ignores all text that follows it.
The memory address $FF8C usually stores the identifier of the text box after the message is closed. When displaying Game Corner prizes, it is used to store the current window. Error codes can appear during the Trainer escape glitches. For example, in Pokémon Red and Blue, fleeing from the long-range Trainer on Route 6, re-enabling the ability to use the start menu with a Trainer in a location other than Route 6 and returning to Route 6 after reading the PokéMart sign in Vermilion City will bring up a '9 ERROR.' This is because the PokéMart sign in Vermilion City has a text identifier of 06h, stored in the memory address $CF13. Upon returning to Route 6, the game attempts to print text box 06h but the corresponding text for Route 6 doesn't exist and is presumably just a single 00 character, so the game prints a '9 ERROR.'
'Mixed errors'
Mixed error codes is a misnomer for false error codes that can appear to have large numbers. In glitch dialog, numbers can precede the 00 character that prints an error code, giving the impression that the error code number is larger than it actually is.
Gallery
- Ngmpdex.png
A 56 Error in Pokémon Blue
In Generation II
Pokémon Gold, Silver, and Crystal feature a more detailed method of handling errors compared to Red, Blue and Yellow, although error messages are uncommon in-game without using cheating devices.
Name | Possible Cause/Description |
---|---|
'Object Event' | This text will appear when trying to talk to an object which has no event set for it. [1] |
'No windows avail-able for popping.' | This text appears when an event attempts to bring up a message window yet the specified text/function is undefined - notably appears when HM06 is used outside of the TM/HM pocket [2] |
'The window save area was exceeded.' | Theoretically would appear when too many overlapping popup windows are displayed. [3] |
'Corrupted Event!' | Causes of this message are unknown, probably displays if the object the player is talking at has an invalid event set for it . [4] |
'BG Event' | Would appear when the player triggers a hidden event (such as leaving New Bark Town without a Pokémon) which has no script defined. [5] |
'The save file is corrupted!' | This error message commonly appears when the player attempts to select Continue but the game has no valid data to load. For example, the game may give this message when data has been corrupted by a cross-region trade. This may also occur if the internal battery inside the game cartridge is unstable or is completely depleted. [6] |
Related articles
This article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games. |