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{{Split|{{redlink|Error code}} and {{redlink|Error message}}}}
{{Split|{{redlink|Error code}} and {{redlink|Error message}}}}
{{move|Error message}}
{{move|Error message}}
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.
{{GlitchResearch|What about other generations and non-core games?}}
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 {{3v2|Red|Blue|Yellow}}, there are several unused error codes (Japanese: エラー) that are only available through glitching or hacking. Error codes normally appear when the game prints an 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.
===Generation I===
[[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.]]


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 [[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 09h, stored in the memory address $CF13. Upon returning to Route 6, the game attempts to print text box 09h 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."
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.


<!--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-->
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 [[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."
===Errors with numbers above 99===
[[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.]]
Due to the fact that Generation I games were never designed to use more than 99 message boxes, error codes from glitch boxes with an ID of {{tt|100 or greater|0x64 or greater in hexadecimal}} <!-- Not sure if we use $ or 0x.  -->will display using a tile rather than a number.
==='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. For example, it is not possible to have 9991234 error; that message is either "99912" followed by 34 error, or "999123" followed by 4 error.  This effect can be combined with error numbers greater than 99.


==In Generation II==
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.
 
====Gallery====
<gallery>
File:Glitchy 4.png|A 0 Error in Pokémon Red
File:4 Error.png|A 4 Error in Pokémon Red
File:5 Error.png|A 5 Error in Pokémon Red
File:6 Error.png|A 6 Error in Pokémon Red
File:48ERROR.png|A 48 Error in Pokemon Red
File:RBGlitchDexF7.png| A 56 Error in Pokémon Blue
File:16 Error.png|A 16 Error in Pokémon Red
File:2 Error.png|A 2 or 192 Error in Pokémon Red
File:Pokemon_Yellow_30_Error.png|A 30 Error in Pokémon Yellow
</gallery>
 
===Generation II===
{{incomplete|section}}
{{incomplete|section}}
[[Generation II]] games still have the original error code system from {{game|Red and Blue|s}}, with text errors being signalized in form of ''(x)Df-''. These error codes are commonly seen while browsing through corrupted mail, after performing the [[Trainer House glitch]]. The text ''Df-'' comes from the untranslated Japanese string "エラー", meaning "error". Just like in the previous games, error codes appear when the game prints a '00' character in the middle of a string, and the error code number is the index of the textbox containing the '00' character.
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]].


{{game2|Gold|Silver|Crystal}} also 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.
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}}"
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| This message appears whenever the clock data is invalid or corrupted. In Western versions, it also appears after using the clock reset menu.<ref name="CrystalTextDump" />
| This message appears whenever the clock data is invalid or corrupted. In Western versions, it also appears after using the clock reset menu.<ref name="CrystalTextDump" />
|}
|}
==Gallery==
<gallery>
File:Glitchy 4.png|A 0 Error in Pokémon Red
File:4 Error.png|A 4 Error in Pokémon Red
File:5 Error.png|A 5 Error in Pokémon Red
File:6 Error.png|A 6 Error in Pokémon Red
File:48ERROR.png|A 48 Error in Pokemon Red
File:RBGlitchDexF7.png| A 56 Error in Pokémon Blue
File:16 Error.png|A 16 Error in Pokémon Red
File:2 Error.png|A 2 or 192 Error in Pokémon Red
File:Pokemon_Yellow_30_Error.png|A 30 Error in Pokémon Yellow
</gallery>


==References==
==References==
Line 99: Line 101:
* [[Glitch]]
* [[Glitch]]
* [[0 ERROR]]
* [[0 ERROR]]
{{-}}
 
{{Glitches}}
{{Glitches}}
{{-}}
 
{{Project GlitchDex notice|no}}
{{Project GlitchDex notice|no}}
[[Category:Glitches]]
[[Category:Glitches]]

Revision as of 13:49, 6 April 2015

Error redirects here. For errors in the game's programming, see glitch.
292Shedinja.png The contents of this article have been suggested to be split into Error code and Error message.
Please discuss it on the talk page for this article.
018Pidgeot.png It has been suggested that this article be moved to Error message.
Please discuss whether or not to move it on its talk page.

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

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.

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." 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.[1]
"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[2]
In Japanese Crystal, it appears on the title screen whenever address CF65 is set to a specific value.
"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 .[3]
"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.[3]
"Coordinates event." ??? 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.[3]
"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.[3]
"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.[3]
"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.[3]
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.[3]

References

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.