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Bad clone glitch
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Major glitches of the Pokémon series
"Core" glitch Variants and Consequences
Arbitrary code execution see template, remote, cart-swap, unintended ROM code execution
2x2 block encounter glitches Left-facing shore tile glitch (in-game trade shore encounter trick, old man trick, Trade link up shore encounter trick, Fight Safari Zone Pokémon trick)
99 item stack glitch ­
Bad clone glitch ????? party overloading (Type 0xD0 move glitch, ????? map corruption, Celebi trick, Celebi Egg trick, Shiny Celebi trick, glitch move map corruption, overloaded party map corruption, Glitch Unown (Glitch Unown map corruption) Duplicate key items glitch (infinite items and item creation, expanded Balls pocket (TM/HMs outside of the TM/HM pocket, Glitch Pokédex categories))
Berry glitch
Bug-Catching Contest data copy glitch (Japan only)
Ditto DV manipulation
Elite Four door glitch (Japan only)
Expanded party encounter table manipulation
Glitch City Safari Zone exit glitch, RAM manipulation
Glitch meta-map script activation (Generation I)
Infinite Master Balls (Colosseum)
Large storage box byte shift glitch storage box remaining HP glitch, maximum stat glitch
Item duplication glitch
Item stack duplication glitch Generation I expanded items pack (Glitch Rocket HQ maps, Map FE (English and non-English European Yellow), Map script pointer manipulation (arbitrary code execution, map script pointer item ball manipulation), Text pointer manipulation (arbitrary code execution, item ball manipulation, mart buffer overflow), Trainerless instant encounter glitch
Transform held item glitch (Japan only)
Mimic glitch (Japan only)
Out of bounds Glitch City (Generation II) Slowpoke Well out of bounds corruption (French version)
Lumiose City save glitch
Pikachu off-screen glitch Trainer corruption glitch
Pokémon merge glitch
Pomeg glitch Pomeg data corruption glitch
Roaming Pokémon encounter glitch
(Mimic) Transform Rage glitch
Select glitches (Japan only) Closed menu: Dokokashira door glitch (international), Fossil conversion glitch (international), Second type glitch, Skip to Level 100 glitch, Trainer mutation glitch, walk through walls (international) Special menu: Lift glitch, Badge describer glitch)
Sketch glitch
SRAM glitch (Generation I) 255 Pokémon glitch, send party Pokémon to a new game
SRAM glitches (Generation II) Mailbox glitches, Mystery Gift item corruption, Trainer House glitches
Surf down glitch Grass/rock Surfing glitch (Spanish/Italian only) (adaptions: Submerge glitch (international), 8 8 (0x7C) grass/rock surfing glitch (English Red/Blue))
Time Capsule exploit
Trainer escape glitch Death-warp, Mew Trick, Ditto Trick, Experience underflow glitch
Buffer overflow techniques Japanese unterminated name glitch item instant encounter glitch, LOL glitch, Rival LOL glitch, Instant LOL glitch, RAM LOL glitch, oobLG, blockoobLG, Instant encounter infinite chain glitch (LGFly)), Super Glitch (Generation I) (party remaining HP glitch), Super Glitch (Generation III), Text pointer manipulation mart buffer overflow glitch, CoolTrainer♀-type move, Double distort CoolTrainer♀ corruption, Yami Shop glitch
Walk through walls ledge method, museum guy method, Rival's effect, Select glitch method (international), Brock Through Walls
ZZAZZ glitch party Pokémon box data shift glitch

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PRAMA Initiative a également une page sur Bad clone glitch.

The bad clone glitch is a natural glitch in Pokémon Gold, Silver and Crystal that allows the player to obtain an unstable hybrid Pokémon known as a bad clone. By allowing the player to stabilize the bad clone into a ?????, it is the parent glitch of many other glitches such as ????? party overloading or Time Capsule exploit. It is named as such because it can happen when doing the Gold/Silver/Crystal cloning glitch.

Obtaining a bad clone

More research is needed for this article.
Gen III 00FC-0114.png
Reason given: Verify the reset timings.

In order to get a bad clone you should deposit more Pokémon than you have ever deposited in a box (and at least 5 or so), then change boxes and reset the game at the following exact timing:

  • Shortly after the Yes/No box disappears (Gold/Silver)
  • After SAVING... DON'T TURN OFF THE POWER. is fully printed (Crystal)

Notice that on the Game Boy Player (common for speedruns), the reset fadeout delay applies, so the timing to press the reset button is different:

  • Immediately after pressing A on "Yes" (Gold/Silver)
  • After the second "F" in "SAVING ... DON'T TURN OFF THE POWER." (Crystal)

Getting a bad clone can normally be very difficult without Pokémon Stadium 2, but Pokémon Stadium 2's Game Boy Tower makes it a lot easier if you reset the game after the "Saving..." message appears at one of the aforementioned moments.

Another way to get a bad clone in BGB emulator in English Pokémon Gold, Crystal is to do it with five Pokémon deposited into box 4, set a breakpoint for de=AD6D (Gold) or de=AD11 (Crystal), advance the execution flow with F7 and then reset the game.

To identify a bad clone, the bad clone may be female with a glitched name and become level 1 after you withdraw it from the PC. Contrary to the belief of some, if the original Pokémon was female it is still possible for the bad clone to be female (not male), although it is a good idea to use a male Pokémon in order to more easily identify a bad clone in case there are other male Pokémon in the box.

Properties of the bad clone

A "real" bad clone is an unstable hybrid between the cloned Pokémon and a ????? (hex 00). It is sometimes referred to as a glitched version of the original Pokémon; for example, a "glitched Sneasel".

The bad clone will usually have a nickname with a large amount of glitch text. It usually is female and level 0 in the PC, but will become level 1 after you withdraw it. It usually has no moves, but sometimes may have glitched moves, and on rare occasions cannot be withdrawn from the PC [clarification needed].


The bad clone glitch happens when the game is reset in the middle of saving the contents of a box. The Gen II box data structure is as follows:

   Box Pokémon count (1 byte)
   Box Pokémon 1 species (1 byte)
   Box Pokémon 2 species (1 byte)
   Box Pokémon 20 species (1 byte)
   Extra space used for end-of-box marker (1 byte)
   Box Pokémon 1 data (32 bytes)
   Box Pokémon 2 data (32 bytes)
   Box Pokémon 20 data (32 bytes)
   Box Pokémon 1 OT name (11 bytes)
   Box Pokémon 2 OT name (11 bytes)
   Box Pokémon 20 OT name (11 bytes)
   Box Pokémon 1 nickname (11 bytes)
   Box Pokémon 2 nickname (11 bytes)
   Box Pokémon 20 nickname (11 bytes)
   Unused (2 bytes)

Of course, the species list is usually redundant since the species information is stored in the 32-byte Box Pokémon data struct (one exception is when the Pokémon is an egg, the species list will have EGG (hex FD) while the data struct has the real species). Such a redundancy occurs similarly in the party data structure. Hybrid Pokémon happens when those two species bytes disagree with each other.

In the simplest form of the bad clone glitch, one more Pokémon (say, Pokémon 18) is added to the box, then the saving of the box is interrupted by a hard reset. If the reset happens after the box count and the species byte of that Pokémon is written, but before the main data of that Pokémon are written (for example, it happens right in the middle of "Box Pokémon 15 data"), then the PC will recognize the existence of a 18th Pokémon and know its species, but its main data, OT name, and nickname will remain uninitialized. (In this case, no other Pokémon's data is corrupted, not even Pokémon 15 — the game is interrupted when overwriting the "Box Pokémon 15 data" with the exact same data.)

Uninitialized SRAM data on a real cartridge can be non-deterministic, and emulators also have different behaviors in this regard. However, one way to be sure of the data is to clear the save data (by Select + Up + B on the title screen) before playing the game, which fills the entire SRAM with 00. If we do this, then those uninitialized data is guaranteed to be 00 — even if we put Pokémon in the box then withdraw them, the 00 sections under them will "shift up" — with the exception that if a box has ever been completely full, then when withdrawing from it, the last Pokémon's data will "shift up" instead of 00 sections. This is why such boxes are unsuitable for getting bad clones (although they may be useful in getting other hybrids).

Anyway, in this case, the Pokémon will have all of its main data, including the second species byte, be 00. Such a Pokémon will exhibit all the properties of a typical bad clone: Female, level 0, stabilizes into a ????? (hex 00), etc.


A "real" bad clone can be taken into the Day Care and out to become a ????? (hex 00). Using the ????? party overloading trick will allow the player to perform various glitches, including:

Unterminated name exploits

Main article: Unterminated name Pokémon (Generation II)

Bad clones with unterminated names can also be used for various other exploits, notably 0x1500 control code arbitrary code execution.