Vectrex2809 wrote:
I'm just wondering, do such "good glitches" happen to you more experienced programmers? Let me know
Though I've never done homebrews, I do hack and I can only recall one time when this has happened to me. Back when I was turning Pokemon Blue into Green (now found in the GBdev section; similar to a homebrew in that I've recoded many aspects to match Green), I had to recode a large portion of the way sprites were hardcoded and compressed. While doing so I repointed a large portion of internal ID codes to free space (I recall it being MBC3, so I had expanded the ROM to its 2MB potential). Well, turns out that doing so made Missingno. appear at $FC000 (free space) in ROM which caused it to not occur but freeze the game. This was good because it gave me a window of opportunity to actually code and make it into a real Pokemon. --ShaneM, the Master of ASM
EDIT: Though I've fixed what actually caused Missingno. to appear (tile collision error with garbage data being loaded from WRAM1 since the water coast tile was treated as a grass one when surfing and Cinnabar has no grass data), it can still be accessed by GS codes in my game. I've assigned it proper sprites (in a newer compressed form using Wood) and real attacks and its own beta cry. I remember that RAM $CFD8 is where the upcoming wild Pokemon value is stored. IIRC, $34 would cause this Easter Egg to appear on my game (no irony intended since today is Mr. Bunny's day
).