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{{redirect|Error|errors in the game's programming|glitch}}
{{GlitchResearch|What about other generations and non-core games?}}
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 the [[core series]] [[Pokémon games]], like in any other piece of {{wp|software}}, there are several '''{{wp|error message}}s''' for when an unintended behavior occurs.


==In [[Generation I]]==
==Details==
In {{game|Red and Blue|s}}, there are several error codes that appear when the game is not functioning correctly. The error message is mapped to internal character code 0. Only glitched messages contain this code, no actual messages do. These error codes are read from the memory location $FF8C. In the overworld, this value is used to store the current NPC or other object the game is trying to display text for, with the special value 0 assigned to the start menu. When displaying [[Game Corner]] prizes, it is used to store the current window. Heavy memory corruption can destroy this value, producing garbage error codes. These are some of the generally-accepted codes:
===Generation I===
====Error codes====
[[File:Gen1TilesetNumEquiv.png|thumb|right|Reference for icons used with error numbers greater than 99 in the [[Pokémon Center]] {{wp|tileset}}. On the left are the tiles, and on the right are some examples.]]


{| align="center" style="background: #{{kanto color dark}}; {{roundy|5px}}; border: 2px solid #{{kanto color}}"
In the [[Generation I]] games, there are several error codes with the format '''(x) ERROR.'''{{sup/1|RB}} or '''(x) error.'''{{sup/1|Y}} (Japanese: '''(x)エラー''') that usually appear as result of [[glitch]]es. They are commonly triggered when the game prints an internal 0x00 byte in the middle of a text string. In most cases, the number in the code is the index number of the text box that contains the 0x00 byte. When an error code is printed on-screen, the game ignores all following text.
|- align="center" style="background:#{{kanto color}}; color:#FFF"
 
! style="{{roundytl|5px}}" | Number
The memory address $FF8C usually stores the identifier of the text box after the message is closed. When displaying [[Celadon Game Corner|Game Corner]] prizes, it is used to store the current window. Error codes can also appear during [[Mew glitch|Trainer escape glitches]].<!--More details on this by Torchickens: http://tcrf.net/index.php?title=Pok%C3%A9mon_Red_and_Blue&action=historysubmit&diff=122435&oldid=119851 --> For example, in {{game|Red and Blue|s}}, fleeing from the long-range {{pkmn|Trainer}} on {{rt|6|Kanto}}, re-enabling the ability to use the [[menu]] with a Trainer in a location other than Route 6, and returning to Route 6 after reading the [[Poké Mart]] signpost in [[Vermilion City]] will bring up a "9 ERROR." This is because said signpost has index number 0x09 stored in the memory address $CF13. Upon returning to Route 6, the game attempts to print text box 0x09 but the corresponding text for Route 6 doesn't exist and is presumably just a single 0x00 byte, so the game prints a "9 ERROR."
! Text that appears on screen
 
! style="{{roundytr|5px}}" | Possible reason for error
Due to the fact that Generation I games were never designed to use text boxes with an index number greater than 0x63, error codes from text boxes with index number 0x64 and higher will display using a tile rather than a number.  
|- style="background: #fff"
| 0
====Mixed error codes====
| 0 error.
"Mixed error codes" is a misnomer for false error codes that can appear to have large numbers. In glitch dialog, numbers can precede the 0x00 byte that prints an error code, giving the impression that the error code ID is larger than it actually is. For example, it is not possible to have a "9991234 error"; that message is either "99912" followed by 34 error, or "999123" followed by 4 error. This effect can be combined with the error code IDs of text boxes with index number 0x64 or higher mentioned above.
| Occurs while trying to display the Start menu text.
|- style="background: #fff"
| 1
| 1 error.
| The game is unable to complete an event. For example, this error message can appear when the player is talking to someone and the game does not have anything valid to say. This can be seen in Pokémon Yellow when the player finishes the game with 152 entries in the Pokédex.<!-- look for "Pokémon Yellow completed in 1 minute" on YouTube for this.-->
|- style="background: #fff"
| 01
| I error.
| Can occur when the game confuses battle events with regular events; sometimes when the player switches Pokémon beyond the sixth slot or incorrectly performs the [[Dokokashira door glitch]], this can lead the player into a fight with a [[glitch Pokémon]], or [[game freeze|freeze the game]].
|- style="background: #fff"
| 2
| 2 error.
| There is an error displaying in-game text when reading objects such as signs and TVs.
|- style="background: #fff"
| 02
| The file data is destroyed!
| This error can appear when the game data has been damaged to a point of no repair, sometimes through the use of glitches which can alter the game save, or when a cross-language trade is attempted. More commonly, this error appears when the internal battery inside the game cartridge inevitably stops working.
|- style="background: #fff"
| 4
| 4 error.
| Text error
|- style="background: #fff"
| 5
| 5 error.
| The current position of the [[player character]] is unrecognized. This can cause strange or glitchy characters to appear, too. [https://lh5.googleusercontent.com/-Wgm68w-5ey0/TmKmeRINuQI/AAAAAAAAAWQ/r9oKZBTAz_w/s912/89%252520Gp%2525208%2525208%2525204%2525208%2525205%252520ERROR.%252520PC%252520AAAAAAA.jpg]
|- style="background: #fff"
| 6
| 6 error.
| Text error
|- style="background: #fff"
| 7
| 7 error.
| Game is unable to display the correct/required text.
|- style="background: #fff"
| 9
| 9 error.
| Can appear when a game attempts to perform an event but the Pokémon in the player's party is unrecognized. For example, when the player attempts to trade a non-hybrid [[glitch Pokémon]] with a non-playable character.
|- style="background: #fff"
| 20
| 20 error.
| Text error
|- style="background: #fff"
|- style="background: #fff"
| 30
| 30 error.
| Occurs while trying to display the Start menu text. Variation of 0 error, will change between 0 error and 30 error when the START menu is opened and closed.
|- style="background: #fff"
| 40
| 40 error.
| The sound clip that is playing is unrecognized, this can sometimes play random Pokémon cries.
|- style="background: #fff"
| 48
| 48 error.
| When this error occurs, the screen will turn white and the words "48 ERROR" pop up before quickly reverting back to whatever the player was previously doing. For no known reasons, this error can be caused by the glitch Pokémon [[a]], too.
|- style="background: #fff"
| 56
| 56 error.
| The game is unable to display the correct/required text. The [[glitch Pokémon]] [['Ng'Mp]]'s Pokédex entry triggers this error.
|- style="background: #fff"
| 59
| 59 error.
| Similar to a 5 Error, however it has also been seen after text such as "''This is my graThe trainer blocked the ball! I2''"
|- style="background: #fff"
| 98
| 98 error.
| This error can occur when data transferred between two cartridges via [[link cable]] is damaged, corrupted, or otherwise glitched.
|- style="background: #fff"
| 99
| 99 error.
| This error can occur when data transferred between the [[Game Boy Tower]] and the Game Boy game is damaged, corrupted, or otherwise glitched by the [[Transfer Pak]].
|}


===Mixed errors===
====Other error messages====
Sometimes the game will seem to mix error codes in between text; for example "9" with 2 Error. This would display "92 Error." but this is not an official error code.
Other error messages may appear during gameplay. For example, if the save data is corrupt, the game will display a "The file data is destroyed!" error message when the main menu is entered.


===Gallery===
====Gallery====
<gallery>
<gallery widths=160 heights=144>
File:Glitchy 4.png|A 0 Error in Pokémon Red
The File Data is Destroyed.png|"The file data is destroyed!"
File:4 Error.png|A 4 Error in Pokémon Red
Glitchy 4.png|A 0 Error in Pokémon Blue
File:5 Error.png|A 5 Error in Pokémon Red
4 Error.png|A 4 Error in Pokémon Red
File:6 Error.png|A 6 Error in Pokémon Red
5 Error.png|A 5 Error in Pokémon Red
File:48ERROR.png|A 48 Error in Pokemon Red
6 Error.png|A 6 Error in Pokémon Red
File:Ngmpdex.png| A 56 Error in Pokémon Blue
48ERROR.png|A 48 Error in Pokémon Red
File:16 Error.png|A 16 Error in Pokémon Red
RBGlitchDexF7.png| A 56 Error in Pokémon Blue
File:2 Error.png|A 2 Error in Pokémon Red
16 Error.png|A 16 Error in Pokémon Blue
File:Pokemon_Yellow_30_Error.png|A 30 Error in Pokémon Yellow
2 Error.png|A 162 Error in Pokémon Blue
Pokemon Yellow 30 Error.png|A 30 Error in Pokémon Yellow
Pokemon yellow 91 error.jpeg|A 91 Error in Pokémon Yellow
</gallery>
</gallery>


==In [[Generation II]]==
===Generation II===
{{game2|Gold|Silver|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.
{{incomplete|section}}
The [[Generation II]] games still have the original error code system from [[Generation I]] with the exact same format; in English versions, the text is rendered as "(x)Df-" due to the Japanese string エラー (error) not being translated. These error codes are commonly seen while browsing through corrupted [[Mail]] or after performing the [[Trainer House glitches|Trainer House glitch]].
 
Generation II also features a more detailed method of handling errors compared to Generation I, although error messages are uncommon in-game without [[cheating]] devices.


{| align="center" style="background: #{{johto color dark}}; {{roundy|5px}}; border: 2px solid #{{johto color}}"
{| align="center" style="background: #{{johto color dark}}; {{roundy|5px}}; border: 2px solid #{{johto color}}"
|- align="center" style="background:#{{johto color}}; color:#FFF"
|- align="center" style="background:#{{johto color}}; color:#FFF"
! Name
! Message (English)
! Possible Cause/Description
! Message (Japanese)
! Location
! Description or possible cause
|- style="background: #fff"
| "Object event."{{sup/2|GS}}<br>"Object event"{{sup/2|C}}
| オブジェイベント
| Overworld
| This text will appear when trying to talk to an object which has no event set for it. <!--([http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/ObjectEvent.jpg screenshot])-->
|- style="background: #fff"
| "No windows available for popping."
| ポップできる ウィンドウが ありません!
| Overworld<br/>Title screen
| 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.<br/>In Japanese {{v2|Crystal}}, it appears on the title screen whenever address CF65 is set to at least some specific values.
|- style="background: #fff"
| "The window save area was exceeded."
|
| ???
| Theoretically would appear when too many overlapping popup windows are displayed.
|- style="background: #fff"
| "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 <!--This may appear in some of the more unstable glitches?-->.
|- style="background: #fff"
|- style="background: #fff"
| 'Object Event'
| "BG event."
| This text will appear when trying to talk to an object which has no event set for it. [http://i4.photobucket.com/albums/y128/MithosYggdrasil/MissingNO/ObjectEvent.jpg]
| ビージーイべント
| ???
| Would appear when the player triggers a hidden event (such as leaving New Bark Town without a Pokémon) which has no script defined.
|- style="background: #fff"
|- style="background: #fff"
| 'No windows avail-able for popping.'
| "Coordinates event."
| 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 [http://forums.glitchcity.info/index.php/topic,1050.msg14487.html#msg14487]
| ざひょうイべント
| ???
| This would appear when the player activates an event which is set to trigger once the player's coordinates are equal to a certain value, but which has no script defined.
|- style="background: #fff"
|- style="background: #fff"
| 'The window save area was exceeded.'
| "The save file is corrupted!"
| Theoretically would appear when too many overlapping popup windows are displayed. [http://iimarck.us/dumps/dcrystal.txt]
| レポートの ないようが こわれています!!
| Title screen
| 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 save data from Gold and Silver is loaded in Crystal (or vice-versa). This may also occur if the internal battery inside the game cartridge is unstable or is completely depleted.
|- style="background: #fff"
|- style="background: #fff"
| 'Corrupted Event!'
| "You don't have a POKéMON!"
| Causes of this message are unknown, probably displays if the object the player is talking at has an invalid event set for it <!--This may appear in some of the more unstable glitches?-->. [http://iimarck.us/dumps/dcrystal.txt]
| ポケモンを もっていません!
| Overworld
| Appears whenever the player tries to use an item on a Pokémon without having any Pokémon.
|- style="background: #fff"
|- style="background: #fff"
| 'BG Event'
| "Bzzzzt! You must have a POKéMON to use this!"
| Would appear when the player triggers a hidden event (such as leaving New Bark Town without a Pokémon) which has no script defined. [http://iimarck.us/dumps/dcrystal.txt]
| ピーッ! ポケモンを もっていない  ひとは つかうことが できません!
| Overworld
| Appears whenever the player attempts to use a [[PC]] with access to the [[Pokémon Storage System]] without having any Pokémon. The PC in the player's room is thus unaffected.
|- style="background: #fff"
|- style="background: #fff"
| 'The save file is corrupted!'
| TIME NOT SET
| 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. [http://iimarck.us/dumps/dcrystal.txt]
| とけいのじこく ふめい
| Title screen
| This message appears whenever the clock data is invalid or corrupted. In Western versions, it also appears after using the clock reset menu.
|}
|}


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* [[Glitch]]
* [[Glitch]]
* [[0 ERROR]]
* [[0 ERROR]]
{{-}}
 
{{Glitches}}
{{Glitches}}
{{-}}
{{-}}
{{Project GlitchDex notice|no}}
{{Project GlitchDex notice|no}}
[[Category:Glitches]]
[[Category:Glitches]]
[[it:Errore di codice]]

Latest revision as of 11:13, 22 August 2024

BoEANSprite.png This glitch is in need of research.
Reason: What about other generations and non-core games?
You can discuss this on the talk page.

In the core series Pokémon games, like in any other piece of software, there are several error messages for when an unintended behavior occurs.

Details

Generation I

Error codes

Reference for icons used with error numbers greater than 99 in the Pokémon Center tileset. On the left are the tiles, and on the right are some examples.

In the Generation I games, there are several error codes with the format (x) ERROR.RB or (x) error.Y (Japanese: (x)エラー) that usually appear as result of glitches. They are commonly triggered when the game prints an internal 0x00 byte in the middle of a text string. In most cases, the number in the code is the index number of the text box that contains the 0x00 byte. When an error code is printed on-screen, the game ignores all following text.

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 also appear during 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 menu with a Trainer in a location other than Route 6, and returning to Route 6 after reading the Poké Mart signpost in Vermilion City will bring up a "9 ERROR." This is because said signpost has index number 0x09 stored in the memory address $CF13. Upon returning to Route 6, the game attempts to print text box 0x09 but the corresponding text for Route 6 doesn't exist and is presumably just a single 0x00 byte, so the game prints a "9 ERROR."

Due to the fact that Generation I games were never designed to use text boxes with an index number greater than 0x63, error codes from text boxes with index number 0x64 and higher will display using a tile rather than a number.

Mixed error codes

"Mixed error codes" is a misnomer for false error codes that can appear to have large numbers. In glitch dialog, numbers can precede the 0x00 byte that prints an error code, giving the impression that the error code ID is larger than it actually is. For example, it is not possible to have a "9991234 error"; that message is either "99912" followed by 34 error, or "999123" followed by 4 error. This effect can be combined with the error code IDs of text boxes with index number 0x64 or higher mentioned above.

Other error messages

Other error messages may appear during gameplay. For example, if the save data is corrupt, the game will display a "The file data is destroyed!" error message when the main menu is entered.

Gallery

Generation II

050Diglett.png This section is incomplete.
Please feel free to edit this section to add missing information and complete it.

The Generation II games still have the original error code system from Generation I with the exact same format; in English versions, the text is rendered as "(x)Df-" due to the Japanese string エラー (error) not being translated. These error codes are commonly seen while browsing through corrupted Mail or after performing the Trainer House glitch.

Generation II also features a more detailed method of handling errors compared to Generation I, although error messages are uncommon in-game without cheating devices.

Message (English) Message (Japanese) Location Description or possible cause
"Object event."GS
"Object event"C
オブジェイベント Overworld This text will appear when trying to talk to an object which has no event set for it.
"No windows available for popping." ポップできる ウィンドウが ありません! Overworld
Title screen
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.
In Japanese Crystal, it appears on the title screen whenever address CF65 is set to at least some specific values.
"The window save area was exceeded." ??? Theoretically would appear when too many overlapping popup windows are displayed.
"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 .
"BG event." ビージーイべント ??? Would appear when the player triggers a hidden event (such as leaving New Bark Town without a Pokémon) which has no script defined.
"Coordinates event." ざひょうイべント ??? This would appear when the player activates an event which is set to trigger once the player's coordinates are equal to a certain value, but which has no script defined.
"The save file is corrupted!" レポートの ないようが こわれています!! Title screen 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 save data from Gold and Silver is loaded in Crystal (or vice-versa). This may also occur if the internal battery inside the game cartridge is unstable or is completely depleted.
"You don't have a POKéMON!" ポケモンを もっていません! Overworld Appears whenever the player tries to use an item on a Pokémon without having any Pokémon.
"Bzzzzt! You must have a POKéMON to use this!" ピーッ! ポケモンを もっていない  ひとは つかうことが できません! Overworld Appears whenever the player attempts to use a PC with access to the Pokémon Storage System without having any Pokémon. The PC in the player's room is thus unaffected.
TIME NOT SET とけいのじこく ふめい Title screen This message appears whenever the clock data is invalid or corrupted. In Western versions, it also appears after using the clock reset menu.

Related articles


Multiple
generations
Transform glitchesGlitch TrainersCloning glitchesError messagesArbitrary code execution
Generation I GlitchesBattle glitchesOverworld glitches
--0 ERRORBroken hidden itemsCable Club escape glitchDual-type damage misinformation
Experience underflow glitchFight Safari Zone Pokémon trickGlitch CityItem duplication glitchItem underflow
Mew glitchOld man glitchPewter Gym skip glitchPokémon merge glitchRhydon glitchRival twins glitch
Select glitches (dokokashira door glitch, second type glitch) • Super Glitch
Time Capsule exploitWalking through wallsZZAZZ glitch
Generation II GlitchesBattle glitches
Bug-Catching Contest glitchCelebi Egg glitchCoin Case glitchesExperience underflow glitch
Glitch dimensionGlitch EggTeru-samaTime Capsule exploitTrainer House glitchesGS Ball mail glitch
Generation III GlitchesBattle glitchesOverworld glitches
Berry glitchDive glitchPomeg glitchGlitzer Popping
Generation IV GlitchesBattle glitchesOverworld glitches
Acid rainGTS glitchesPomeg glitchRage glitch
Surf glitchTweakingPal Park Retire glitch
Generation V GlitchesBattle glitchesOverworld glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Frozen Zoroark glitchSky Drop glitch
Generation VI GlitchesBattle glitchesOverworld glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Lumiose City save glitchSymbiosis Eject Button glitchToxic sure-hit glitch
Generation VII GlitchesBattle glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Toxic sure-hit glitchRollout storage glitch
Generation VIII Glitches
Charge Beam additional effect chance glitchCharge move replacement glitchChoice item lock glitch
Toxic sure-hit glitchRollout storage glitchParty item offset glitch
Generation IX Glitches
Glitch effects Game freezeGlitch battleGlitch song
Gen I only: Glitch screenTMTRAINER effectInverted sprite
Gen II only: Glitch dimension
Lists Glitches (GOMystery DungeonTCG GBSpin-off)
Glitch Pokémon (Gen IGen IIGen IIIGen IVGen VGen VIGen VIIGen VIII)
Glitch moves (Gen I) • Glitch types (Gen IGen II)


Project GlitchDex logo.png This article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games.