Uploaded May 2013 | Updated September 2026, 1 day ago
The second 3906-related video. This time I don't press A or B during dialogues after glitching the game.
Basically the principle of the glitch is that the bytes $3906 and $3907 determines the byte to be run when A or B is pressed during a dialogue. Normally it jumps to $20AF, which makes text appears faster. But now that I change it to $209F, it starts a procedure which randomly overwrites the WRAM with the sequence (03 B7 1C F8 19 C0 22 C0) backwards starting from around $DFF5.
That means the first bytes affected (in order) are the Pokemon in the PC, game time, opponent's Pokemon (if you're in a trainer battle), wild Pokemon (if you're in a wild battle), wild Pokemon encounter rate (this makes me encounter "a" (C0h) in Pallet Town), event flags (whether you fought the gym leaders / legendaries, whether SS Anne is there, whether you got the Pokedex, fly destinations, whether you're on the Cycling Road, whether you're on a bike etc.), coins in the coin case, stored items, tileset, map header (the game should crash if this is changed when the overworld is accessed), player position, player ID, badges, text speed, battle style, battle animation, rival's name, money, item pack (becomes a bunch of badges and water stones), Pokedex (seen/owned), your party Pokemon, your name, game corner prizes, gym leader music, whether you're in Safari Zone, battle type, your Pokemon in battle (to that horribly glitched blue Staryu), opponent Pokemon (to that creepy Aerodectyl Missingno.), etc.
Pokemon Memory Hacking 3: youtube.com/watch?v=mrgXWNX58Qo
The second 3906-related video. This time I don't press A or B during dialogues after glitching the game.
Basically the principle of the glitch is that the bytes $3906 and $3907 determines the byte to be run when A or B is pressed during a dialogue. Normally it jumps to $20AF, which makes text appears faster. But now that I change it to $209F, it starts a procedure which randomly overwrites the WRAM with the sequence (03 B7 1C F8 19 C0 22 C0) backwards starting from around $DFF5.
That means the first bytes affected (in order) are the Pokemon in the PC, game time, opponent's Pokemon (if you're in a trainer battle), wild Pokemon (if you're in a wild battle), wild Pokemon encounter rate (this makes me encounter "a" (C0h) in Pallet Town), event flags (whether you fought the gym leaders / legendaries, whether SS Anne is there, whether you got the Pokedex, fly destinations, whether you're on the Cycling Road, whether you're on a bike etc.), coins in the coin case, stored items, tileset, map header (the game should crash if this is changed when the overworld is accessed), player position, player ID, badges, text speed, battle style, battle animation, rival's name, money, item pack (becomes a bunch of badges and water stones), Pokedex (seen/owned), your party Pokemon, your name, game corner prizes, gym leader music, whether you're in Safari Zone, battle type, your Pokemon in battle (to that horribly glitched blue Staryu), opponent Pokemon (to that creepy Aerodectyl Missingno.), etc.
Pokemon Memory Hacking 3: youtube.com/watch?v=mrgXWNX58Qo










