
For Pok¿mon games, however, using virtually any of the codes in this FAQ, the switch's position has very little to do with saved game protection. Interact warns that for some games, it might be dangerous to save with the switch on. Conversely, many players who swear that they have never saved with the switch on have cried that their saved game has been lost anyways. If you've done some experimenting, you might have found that your saved game stays intact regardless of whether you had the switch on during saving. But if I make sure the GS switch is in "off" mode when I save my game, I should never lose my saved data right? A. Likewise, you can lose your saved data due to dirty connectors, improperly inserting the cart, or simply turning the GameBoy off and on too rapidly. This happens mainly not because of the cheat codes, but because of the fact that when you send electrical currents through the game cart in unusual ways, the chances of corrupting your saved data are increased. Yes, it is possible for the use of a GameShark to indirectly cause you to lose your saved data. Can a GameShark delete your saved game? A.
#POKEMON CRYSTAL EMULATOR BLISSEY CHEAT CODE#
The GS switch is the switch that turns on and off the code effects while you play. The GS button is the button on the top of your GameShark that resets the system so you can go back and enter more codes. What is the "GS button", and what is the "GS switch"? A. I especially encourage looking at the codes marked "!!!awesome code!!!" Q. MissingNo.YES NO / _` |/ _ \| |/ _` | / _` | '_ \ / _` | / _| | \ \ / / _ \ '_| | (_| | (_) | | (_| | | (_| | | | | (_| | \_ \ | |\ V / _/ | \_, |\_/|_|\_,_| \_,_|_| |_|\_,_| |_/_|_| \_/ \_|_| |_/ +-+ By: hanzou v0.1 J(old weblinks removed January 23, 2004) (outdated product information removed January 10, 2005) +-+ | Contents | +-+ - Introduction / FAQs on this FAQ 1) Decimal to hexadecimal conversion 2) Pok¿mon digits 3) Pok¿mon catching and creating codes 4) Move (skill) digits 5) Move (skill) codes 6) Volatile pok¿mon stats and other pok¿mon attribute modifiers 7) Permanent stats / stat experience / diversification values / max stats 8) Item digits 9) Item modifier codes 10) Text digits 11) Name & OT & id # modifier codes 12) In-battle codes 13) Time codes 14) Reset codes / stage passing codes 15) Miscellaneous codes - Credits +-+ | Introduction / FAQs on this FAQ | +-+ There are some novel codes in this FAQ. are not of type Bird/Normal and use the same type as the last Pokémon in memory. Please note that the Ghost, Kabutops Fossil and Aerodactyl Fossil MissingNo. only Ho-Oh is misplaced (Celebi is absent). The conversion of Generation I glitch Pokémon index numbers to Generation II index numbers simply is Johto Pokémon in National Pokédex order, starting from 0xBF (dec 191)-the index after the last valid Pokémon in Generation I-and ranging to 0xFA (dec 250), then continuing by filling the indices that correspond to MissingNo. In the list below, the name of the Generation II Pokémon in parentheses after the glitch Pokémon's name is the equivalent Pokémon in the Generation II games. When connected to a Generation II game, many of the glitch Pokémon, including each of the 39 copies of MissingNo., will appear to the other side to be a Generation II Pokémon and tradeable under conditions. Since Rhydon is located at index 1, many glitch Pokémon will become it upon capture and viewing of their glitched Pokédex entry, known as the Rhydon glitch. Index 0 and indices from 191 to 255 (hex 0xFF) contain all other glitch Pokémon in Generation I. permeate the list, causing the last non-glitch Pokémon, Victreebel, to be located at index 190 instead of the expected 151. In addition, 39 copies of the glitch Pokémon MissingNo. Unlike later generations, the Pokémon are far from being in order by their National Pokédex numbers, and most evolution families are extremely fragmented. In each Pokémon game of Generation I, all Pokémon have an unseen index number used to identify them in the game's ROM.
