The six (RB)/five (Y) sets of glitch Pokémon menu sprites including unassigned ones (Generation I)

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Notes: (The audio is muted sorry because I got an automated copyright claim from UMG/Juice WRLD for Lavender Town even though they don't own the song (Game Freak/Nintendo/The Pokémon Company does) and it only played for about 10 seconds. This is odd because it's the first time for me except with Viridian City in Gold/Silver song ages ago, although I remember hearing about some recent game music controversy but on Twitch where people were forced to mute game music.. After a quick search I also found this https://www.reddit.com/r/youtube/comments/b3t4dc/content_id_error_report_some_pokemon_videos_about/ which is interesting.)

Anyway, these sprites are really from an extension of the VRAM, which is why you commonly get people sprites, which also vary based on which map you're in, because the maps don't store all people sprites at once. Furthermore, the sprites combine halves of the people sprites in a sometimes deceptive way that makes them look like unused sprites, but they aren't actually unused.

An exception to the varying sprite rule is 0xE which as Stag019 documented is consistent between maps. It looks like a weird yellow ear thing, but is actually two halves of a circle a Pokémon is contained in while trading, combined together in the wrong way. This is also 3TrainerPoké (00)'s menu sprite in Pokémon Yellow, but is unassigned in Red/Blue.

Not all glitch sprite sets are assigned, but the ones that are can be found here.

https://glitchcity.wiki/GlitchDex


Additionally, in Pokémon Red/Blue, the glitch menu sprites start at hex:A, however Game Freak decided to use one nybble (half a byte's bits or just the first hex digit) for the menu sprite, so there are only 2^4 (16) as opposed to 2^8 (256) possible menu sprite sets, or just 6 glitch ones. In Yellow, the menu sprites start at hex:B instead, so there are only 5 glitch ones.

A Game Genie code for Red is XX9-0DA-3B7, which will change Bulbasaur and Ivysaur's menu sprites at the same time. You can just use the same digit so 00 would give the generic monster sprite for both, AA gives the first glitch one for both, and so on.

In Yellow, the equivalent code is XX9-BAA-3B7, but if using a physical Game Genie you'll have to use a workaround to fix the palette or possibly try playing on a monochrome Game Boy (I haven't confirmed the latter, though as the oldest I have is a Game Boy Color). However, if using an emulator this isn't a problem (nor the number of Game Genie codes you can enter at once).

The structures are at the following locations;

Red:
1C:590D MonPartyData
(offset 7190D)

Yellow:
1C:59BA MonPartyData
(offset 719BA)




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