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Type 0xD0 move glitch
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Major glitches of the Pokémon series


GB.png Arbitrary code execution GB.png

0x1500 control code arbitrary code execution (Crystal) | Cart-swap arbitrary code execution | Generation I custom map script pointer | Generation I invalid meta-map scripts | Generation I item ("8F", "ws m", "-g m", "5かい", "てへ" etc.) | Generation I move ("-", "TM42") | Generation I Trainer escape glitch text boxes | Generation II bad clone | Generation II Burned Tower Silver | Japanese Crystal Pokémon Communication Center SRAM glitches | Coin Case glitch | Generation II glitch Pokédex sortings | Pikachu off-screen glitch ACE | OAM DMA hijacking | Pikachu glitch emote | Generation III glitch Pokémon summary | Generation III glitch move animation) | Remote code execution | TM/HMs outside of the TM/HM pocket | ZZAZZ glitch Trainer FC


Bulbasaur.png No further extensions Bulbasaur.png

Cloning | Item duplication glitch (Generation I) | Pokémon merge glitch ("Q Glitch", Generation I) | Time Capsule exploit | Bug-Catching Contest data copy glitch (Generation II, Japan only) | Berry glitch | Battle Tower Lati@s glitch (Generation III) | (Mimic) Transform Rage glitch (Generation IV)

Transform held item glitch (Generation IV, Japan only) | Mimic glitch (Generation IV, Japan only)


Bruno.png Buffer overflow techniques Bruno.png

99 item stack glitch | LOL glitch | Rival LOL glitch | Instant LOL glitch | RAM LOL glitch | Out of bounds LOL glitch | 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 | Party Pokémon box data shift glitch | Unterminated name glitch item instant encounter (Japanese Red/Green)


Ball.png Item stack duplication glitch (Generation I) Ball.png

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


PC.png Bad clone glitch (Generation II) PC.png

????? 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 (Wrong pocket TM/HMs, Glitch Pokédex categories))


Lab pass.png Closed menu Select glitches (Japanese Red/Green) Lab pass.png

Dokokashira door glitch (International) | Fossil conversion glitch (international) | Second type glitch | Skip to Level 100 glitch | Trainer mutation glitch | Walk through walls (International) | Lift glitch | Badge describer glitch


Gromeg berry.png Pomeg glitch (Generation III) Gromeg berry.png

Pomeg data corruption glitch ("Glitzer Popping") | Charm glitch


Darkrai.png Voiding (Generation IV) Darkrai.png

Tweaking

Broken escalator glitch (Japan only) | Elite Four door glitch (Japan only)


Lying old man.png 2x2 block encounter glitches (Generation I) Lying old man.png

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) | Viridian Forest no encounter grass tiles glitch


Glitchtile.png Glitch City Glitchtile.png

Safari Zone exit glitch | RAM manipulation | Out of bounds Glitch City (Generation II) | Slowpoke Well out of bounds corruption (French Gold/Silver/Crystal)


RBYPC.png Large storage box byte shift glitch RBYPC.png

Storage box remaining HP glitch | Generation I max stat trick


Pikachu.png Pikachu off-screen glitch Pikachu.png

Trainer corruption glitch


Tereka.png SRAM glitches Tereka.png

Generation I save corruption | 255 Pokémon glitch | Expanded party encounter table manipulation (Generation I) | Send party Pokémon to a new game (Generation I) | Generation II save corruption | Mailbox glitches | Mystery Gift item corruption | Trainer House glitches


Ditto.png Trainer escape glitch Ditto.png

Death-warp | Ditto trick | Experience underflow glitch | Mew trick | Text box ID matching | Meta-map script activation


Brock.png Walk through walls Brock.png

Ledge method | Museum guy method | Rival's effect | Select glitch method (International Select glitch method), Brock Through Walls


Surf.png Surf down glitch Surf.png

Grass/rock Surfing glitch (Spanish/Italian only) (adaptions: Submerge glitch (international)) | 8 8 (0x7C) grass/rock surfing glitch (English Red/Blue))

(view, talk, edit)
Move 0x00 displaying type 0xD0. The many "9"s are a possible side effect of VRAM inaccessibility.

Type 0xD0 move glitch, also known as Move 0x00 arbitrary code execution (not to be confused with - (Generation I move) arbitrary code execution in Pokémon Red and Blue) is a glitch in at least English Pokémon Gold and Silver that allows the player to perform arbitrary code execution without using the Coin Case.

An advantage to this glitch over Coin Case glitch is that it may not corrupt the stack (similar to wrong pocket TM ACE which never corrupts the stack), however it requires move 0x00 which can only be obtained by trading a Pokémon with it over from Generation I (such as "-" move Ditto with the swapping Transform moves glitch, obtaining a bad clone, or using another form of arbitrary code execution).

This glitch has been used in any% speedruns of Pokémon Gold and Silver (see here), and was researched by luckytyphlosion. ChickasaurusGL also adapted it for non-speedrunning uses.

Summary

You can execute arbitrary code by moving in a specific way in Cherrygrove City (see pictures below) and viewing move 0x00 from the move description menu in a Pokémon's summary provided the following requirements are met:

Type 0xD0 path.png

1. You have exactly four Pokémon.

1i) The first Pokémon has move 0x00 (e.g. a "CoolTrainer" Ditto).

1ii) The third Pokémon is a low level 'slide' Pokémon you caught in the wild (whether it will work is up to chance but if you find one that works it will always work, possibly the same one compatible for Coin Case ACE without bad DVs etc.)

1iii) To be safe have Pokémon 2 and 3 have the bird and tailed creature menu sprites and have no Pokémon hold an item except for Pokémon 4.

2. Pokémon 4 is a Quagsire with TM02 and Return as its first move (for box name ACE at D8C0 (box 1 character 2)) or a Quagsire with HP Up and Sleep Talk as its first move (for stored items ACE at D61A (second item quantity)).

Before you move one step up and four steps right from picture 3, save the game. Afterwards view Pokémon 1's moves from the move description menu and close it repeatedly until your code works.

Sometimes this will not execute arbitrary code. At times it is possible to get a flashing color 'disco' effect as well.

Example box name code

This box name code with many thanks to Crystal_ for the concept allows us to warp to the Bug-Catching Contest and obtain Celebi.

The box names for that are as such:

Box 1: Bp'vZ'vL55

Box 2: é'r2p'vA'vF

Box 3: é!Ap'v/'v)

Box 4: é?2p'v5'vA

Box 5: 'vBéA'tp'vZ

Box 6: 'v[éx2

(x is the multiplication sign)

Technical information

Move 0x00 has a glitch type, specifically glitch type 0xD0. The source of its glitch type is 0x8350 in VRAM, hence what is or what was on the screen will affect what the game brings up as a type name; possibly with what's on the Pokémon menu affecting 0x8350[citation needed], as 0x8350 may be written to if you have enough Pokémon menu sprites and/or held items in the party.

When we have 'good' data at 0x8350 the name of the glitch type causes memory corruption, and by making the specific movements in Cherrygrove City/meeting the party requirements the game may start to execute arbitrary code on attempts, seemingly at random.

If by chance the game executes E9F0 (Echo RAM for C9F0) then it will eventually come across jr c, EC68 (@EC2D) and jp c, FA9B (@EC70), which causes the game to execute FA9B (DA9B).

As DA9B is Pokémon 3's Speed DVs, we can make the data slide over to Pokémon 4. Using Quagsire, the code can be redirected to somewhere else (such as box names or stored items) where we can spell out code.

Here is the assembly code for the box name code to obtain Celebi:

xor a
sub 99
sub 8b
ei
ei
ld d,b
ld (f8d3),a
xor a
sub 80
sub 85
ld d,b
ld (80e7),a
xor a
sub f3
sub 9b
ld d,b
ld (f8e6),a
xor a
sub fb
sub 80
ld d,b
sub 81
ld (d580),a
xor a
sub 99
ld d,b
sub 9e
ld (f8f1),a
ld d,b
ld d,b
ld d,b
ld d,b

YouTube video

YouTube video by ChickasaurusGL

See also