Examples of glitch TMs (machines) beyond TM55 enabled with Game Genie (Generation I)
Notes: (On hindsight since one of my last descriptions, I've decided to use emulators again since I dump my own ROMs). In normal gameplay, there are 50 TMs and 5 HMs; or 55 machines in all. The machine number is stored into memory, but TM56-256 cannot be accessed in normal gameplay.
I created some Game Genie codes to access the remaining 200 glitch TMs and show some of them. The compatibility for each Pokémon is based on the flags beyond the 01:D0C7 W_MONHMOVES bit field. TM56 is also a hard programmed flag from the Pokémon's base structure (this same one https://hax.iimarckus.org/files/missingno_explained.html ), but is unused. In Red/Blue, Mew can also learn TM56 but not in Yellow.
3E3-1D9-081
003-1F9-A2D
XX3-1E9-91E
Although Game Genie codes were used, TMs 56-256 could possibly be accessed with arbitrary code execution too.
