Uploaded November 2013 | Updated September 2026, 2 weeks ago
If you make the number of signposts byte of a map be higher than the actual amount of signposts on said map, you may experience pretty much any kind of glitch you can imagine, from GlitchCity like glitches to creepy glitched battles.
In the video I have altered the following offsets:
a) 0x1a23c9 -- 0x07
b) 0x1a23c9 -- 0x16
c) 0x1a464b -- 0x50
d) 0x1a464b -- 0xa5
Original values:
0x1a23c9 -- 0x02 (Route 38 has two signpost events)
0x1a464b -- 0x08 (Ecruteak City has eight signpost events)
Alternatively, one would expect similar results by editing the number of warps byte instead, since a higher number of warps would 'push back' signpost data. I haven't tested it, however.
If you make the number of signposts byte of a map be higher than the actual amount of signposts on said map, you may experience pretty much any kind of glitch you can imagine, from GlitchCity like glitches to creepy glitched battles.
In the video I have altered the following offsets:
a) 0x1a23c9 -- 0x07
b) 0x1a23c9 -- 0x16
c) 0x1a464b -- 0x50
d) 0x1a464b -- 0xa5
Original values:
0x1a23c9 -- 0x02 (Route 38 has two signpost events)
0x1a464b -- 0x08 (Ecruteak City has eight signpost events)
Alternatively, one would expect similar results by editing the number of warps byte instead, since a higher number of warps would 'push back' signpost data. I haven't tested it, however.










