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<!--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--> | ||
===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 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. | 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]]== | ==In [[Generation II]]== | ||
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{{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. | {{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. | ||
{{-}} | |||
{| 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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File:RBGlitchDexF7.png| A 56 Error in Pokémon Blue | File:RBGlitchDexF7.png| A 56 Error in Pokémon Blue | ||
File:16 Error.png|A 16 Error in Pokémon Red | File:16 Error.png|A 16 Error in Pokémon Red | ||
File:2 Error.png|A 2 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 | File:Pokemon_Yellow_30_Error.png|A 30 Error in Pokémon Yellow | ||
</gallery> | </gallery> |
Revision as of 01:54, 29 June 2014
- 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) 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.
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 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."
Errors with numbers above 99
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 100 or greater 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
Generation II games still have the original error code system from Pokémon Red and Blue, 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.
Pokémon Gold, Silver, and 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.
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 . [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] |
'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. [3] |
Gallery
References
Related articles
This article is part of Project GlitchDex, a Bulbapedia project that aims to write comprehensive articles on glitches in the Pokémon games. |