RB and Yellow have separate glitch Pokemon and move effects. This complicates matters significantly. I'm thinking of having some kind of banlist deal like "Allow RB Glitch Pokemon" that makes them exist via a "Glitch-RB" tier, same principle for Yellow. Some exist in both (eg. Fossil forms) and that will make me sad. This could alternatively work like something else I'm doing behind closed doors, but we'll see.
It'd be more work for the poor sap who has to code them in (sorry in advance) but I think it makes the most sense to implement both RB and Yellow glitchmons into the simulator, even the mutually exclusive ones. For glitch moves with version-exclusive effects, implement them twice as [move name] (RB) and [move name] (Yellow), with the clause that both players are on identical versions to prevent desyncs.
How these version exclusive effects would work legality-wise in a hypothetical Glitchmons tier is tricky, but our main objective is just implementing glitch mons and moves into the simulator - what players do with them later isn't really our problem. Though for a (potential) solution to this issue, maybe the "main" Glitchmons metagame could be played on Yellow as the other Gen 1 ladder formats are, while Glitchmons [Red/Blue International] and Glitchmons [Red/Green] (do these have seperate glitches?) could be created to contain the Glitchmons exclusive to those games? You could even make a Hackmons-esque Unrestricted Glitchmons tier where unstable glitches can be used and mutually-exclusive Glitchmons and moves can be used regardless of version, I dunno! Doesn't seem too extreme considering how many sub-formats exist for RBY OU.
For MissingNo.'s forms, what would you be after? Just regular MissingNo.-Kabutops, etc? The Fossil and Ghost ones can get literally any move in the game, how would you want me to implement that? I also don't know if you use the RB MissingNo. for anything placeholder-wise. I'll likely be changing this thing in some way.
I think this would have to be a really bizarre case like Deoxys where Missingno.'s formes are considered by the simulator to be seperate Pokémon with different stats and learnsets but that still activate Species Clause? You could even make the argument that they're not really formes at all considering that (iirc) they have different index numbers. Also, is there a Smeargle-esque toggle you could just flip to give the Fossil and Ghost formes every move?
Some glitch Pokemon and moves will just crash or just break the game, I am likely to just skip any instances of these. Some have statistics while also crashing the game but for the sake of cartridge accuracy and my sanity I will simply pretend I do not see them. I know someone will beg on their hands and knees to take the opportunity to just let these be usable (4.4. eg) but I desire excuses to not take a million years because I'll have to look at how these fucking sprites work and probably record every glitchmon's cry manually please send help
I think if they have stats (that are stable and don't change based on glitch setup) and a learnset but can't be brought to the Union Room without everything getting fucky, they should be implemented on the sim but made illegal in anything but Custom Game and a hypothetical Unrestricted Glitchmons tier. Also - don't worry about cry accuracy for Glitchmons just have them all default to Nidoran-M or something for now because like 60% of them are either randomly generated or randomly generated AND softlock the game! Fun!
I will assume the North American version of both is being used despite the gen1jpn use-case to save myself headaches. There's stuff like the French MissingNo. crashing games by existing.
Agreed. PS! assumes as much for regular RBY metagames so there's precedent anyways.
Some Glitch Moves can be obtained via Tradeback shenanigans, how would we handle this? Could an additional learn-case be used for stuff learned via non-"any move" glitches, or would the standard glitch ban be enough? These would end up showing in the builder if I code them as-is and it would confuse people for sure.
These should be implemented, but not show up on the builder in metagames where Glitch Clause™ is in effect. Much like the other points, how these will be implemented is up to the players of a Glitchmons metagame and not really something we have to worry about, we're just here to document all of them on the sim it's yall's problem now
I think this is a really really cool undertaking and I am 100% in favor of it. If you'd want to make a research thread to crowdsource info about implementing these mons faithfully I'd be more than happy to contribute!
she was forced to code in glitchmons into PS