Uploaded September 2016 | Updated September 2026, 3 weeks ago
Possibly one of the most forgotten features in Pokemon Gold, Silver and Crystal that incidentally happens to feature the most useless Pokemon. Regardless, the programmers actually put a lot of effort into implementing it... and they also put in some bugs too. Ever wondered how large a Magikarp can be in GSC?
Magikarp length histogram (mm): pastebin.com/8QXxrj2s
Magikarp length histogram (ft): pastebin.com/pt7rENpk
Magikarp length raw samples (mm): pastebin.com/PyJsYeca
Magikarp length raw samples (ft): pastebin.com/F9gAxpsH
Related code in the pokecrystal disassembly:
github.com/pret/pokecrystal/blob/master/battle/magikarp_length.asm
github.com/pret/pokecrystal/blob/master/battle/core.asm#L6405-L6465
Did you like this video? You can find similar videos on game mechanics and curiosities in this playlist: youtube.com/watch?v=YbDCXJ0xH2g&list=PLLvtRtlPBbbjmvD13s_zUAhsOAE-DECg6
Possibly one of the most forgotten features in Pokemon Gold, Silver and Crystal that incidentally happens to feature the most useless Pokemon. Regardless, the programmers actually put a lot of effort into implementing it... and they also put in some bugs too. Ever wondered how large a Magikarp can be in GSC?
Magikarp length histogram (mm): pastebin.com/8QXxrj2s
Magikarp length histogram (ft): pastebin.com/pt7rENpk
Magikarp length raw samples (mm): pastebin.com/PyJsYeca
Magikarp length raw samples (ft): pastebin.com/F9gAxpsH
Related code in the pokecrystal disassembly:
github.com/pret/pokecrystal/blob/master/battle/magikarp_length.asm
github.com/pret/pokecrystal/blob/master/battle/core.asm#L6405-L6465
Did you like this video? You can find similar videos on game mechanics and curiosities in this playlist: youtube.com/watch?v=YbDCXJ0xH2g&list=PLLvtRtlPBbbjmvD13s_zUAhsOAE-DECg6




![Pokemon Pyrite - Modified Obedience System
This video shows one of the features of the GBC hack Pokemon Pyrite: modified obedience checks that affect both traded and non-traded Pokemon. Countine reading...
This follows the purpose of preventing the player from overtraining Pokemon to make the game easier or from playing an overlevelled solo run (which usually makes the game easier and less entertaining as well).
Continue reading for details.
If Pokemon Level Badge Level → Pokemon will always obey.
If Pokemon Level = Badge Level + 1 → Pokemon will disobey 13% of the times aprox.
If Pokemon Level = Badge Level + 2 → Pokemon will disobey 25-26% of the times aprox.
If Pokemon Level = Badge Level + 3 → Pokemon will disobey 37-39% of the times aprox.
If Pokemon Level = Badge Level + 4 → Pokemon will disobey 50-52% of the times aprox.
From there, the chances of not obeying increase slowly, and are comparable to:
[ Pokemon Level / (Badge level + Pokemon Level ) ] * 100%
The higher [Pokemon Level - Badge Level] is, the higher is the chance for worse effects to happen (begin to nap, hit due to confusion...). This part works similarly to the way it does in the original game.
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You can follow the progression of the hack here:
http://hax.iimarck.us/post/16385/
A Beta version, playable up to the Johto League included, will be released in around 15 days time.
Check my Youtube Channel! - https://www.youtube.com/user/CrystaL12RG/videos Pokemon Pyrite - Modified Obedience System](https://i.ytimg.com/vi/UkkIF21_kMM/mqdefault.jpg)


![Pokemon R/B/Y - Level 1 / 171 Psywave infinite loop
In the first generation, Psywave deals damage equal to a number randomly generated between 1 and aproximately 15 * attackers level.
When Psywave is used, the game generates a random 1-byte number (between 0 and 255) and loops until the number generated follows these two conditions:
- Its not 0, if its the player turn
- Its lower than [attackers level + attackers level/2], rounded down.
If the level is 1, the 0 number is ignored as a result of the first condition and all the remaining numbers are ignored as a result of the second condition, causing the game to loop indefinitely hopelessly searching for a number it cant find.
If the level is 171, the sum 171 + 171/2 gives out a result of exactly 256; since it has to fit in one byte, 256 rolls over to 0... meaning that the non-0 condition alone causes the infinite loop. Pokemon R/B/Y - Level 1 / 171 Psywave infinite loop](https://i.ytimg.com/vi/VyIFL_-l2o4/mqdefault.jpg)


