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hwd45 last won the day on February 18

hwd45 had the most liked content!

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About hwd45

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  • Birthday 12/11/1995

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    Abingdon, Oxfordshire, England, United Kingdom

My Tamagotchis

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    V1 x 3
    V3 x 2
    Music Star
    Eevee × Tamagotchi
    Tamagotchi On
  • Favorite Tamagotchi
    Version 3
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  1. Ahh, that's awesome! I think there's a few more glitch souvenir sprites that I've not had the time to personally try out myself, as I recall, so they might be an addition for the future. And yeah, I think there must still be a bit of a mystery surrounding the ticket items and souvenirs. I'm wondering if it depends on the ROM version of the device the passwords are entered into?
  2. You know I really miss the days when people would all make their own growth and item charts for everyone to use - it's nice to see people continuing that tradition to this day
  3. Yeah, I'm quite aware of the names now - it's been over a year since that post
  4. The Dekas that I'm interested in are the store Dekas as opposed to the home Dekas, so we've already tested these. It can't hurt to test them again though? In which case you'd need to press B+C+Reset.
  5. I feel like the main thing that would come out of performing the glitches during a ROM test is that it'd probably be more likely to fail the ROM test. As for debugging, I highly doubt it would have any effect on the glitches. It'll make changing characters easier and it certainly won't begin making permanent changes to the device - "ROM" means "Read-only memory", so it's not likely (or possible?) to be affected at all by the glitches, and debugging won't change this. In fact, the person in the video I posted used debug mode themselves whilst performing the glitches.
  6. You don't need permission to join in! It'll be interesting to see what you find. A few pointers though: It's going to be difficult to get the hang of and you'll need some patience because most of the time I perform the glitches nothing interesting happens Expect the device to reset a lot Sometimes it'll spontaneously show the low battery symbol too - that's not really a sign that it's really low battery, it seems to just be one of the glitches (in particular, if the battery is fiddled with during the minute before the egg hatches it can often make the low battery symbol show up when the egg starts hatching - pressing the reset button and trying again fixes this) It'll be interesting to see if it works when connecting - this is one of the screens which uses a lot of power and will probably be a bit tricky to perform the glitches on without resetting or causing the low battery screen to appear, but I imagine the results of the glitches will be worth it.
  7. So here's the interesting thing about the ball glitch: the items I get seem to be more or less the same every time I try it... and furthermore, doing things on the device seems to affect what items are currently present in the treats menu. For the purposes of this post I'll focus on the ball glitch's effects on the treats menu. The ball glitch can effect the items menu too but you can trigger the glitch without affecting this menu. Let's examine the contents of this menu upon first triggering the glitch. They're not always identical, but one of the most common configurations is as follows: 1-32: Ball 33-36: Random(?) items 37-83: Ball 84: Pencil 85: Usually ball, sometimes another item 86: Usually ball, sometimes another item 87: Ball 88: Glitch item "AIT" 89-90: Ball 91: Can be many different items 92: Usually hair gel, sometimes another item 93: Can be many different items 94: Usually ball, sometimes another item 95: Can be many different items 96: Usually ball, sometimes another item 97 onwards: Tools Whenever one of the items is eaten it turns into a ball. The fact that these specific items seem to appear so often suggests that this outcome isn't really "random", but rather, it's reading some information stored on the device and displaying that information as items. The first hint into what some of this data means is by looking at items 33-36. I quickly noticed that these items are always the same as what's in the shop at any given time - hence, eating one of them (and thus turning it into a ball) will cause a ball to appear in the shop! Which is why I kept noticing items in the shop changing into balls whilst eating some of the seemingly random items I'd encountered. What about if you buy something from the shop? What item appears in the treat list to take its place? Turns out it's a new glitch item, a bit different to what we've seen before: Unlike the glitch items we had encountered before, this one's sprite is not made from fragments of another item's name. Instead, the sprite is made from garbage data and the name consists partially of graphical data - namely the small-font numerals. Whilst on the topic of glitch items, let's briefly look at another glitch item I've encountered whilst the ball glitch was active. This one was encountered during a different instance of the glitch so I think the data that was present in the treats list was totally different, and thus I'm not sure what this item corresponds to. This one's eating animation once again shows us sprites that are normally only seen on the V1. Back to the ball glitch now - I had noticed that the items in the 85-96 range would change every now and then. In particular, I noticed they would change every time I connected to another device or pressed the reset button - pressing the reset button these would all turn back into being balls, so we can press the reset button to sort of "reset" the initial conditions in testing the results of connecting to different devices. It was by resetting these initial conditions that I realised that even unsuccessful connections would have an effect on these items, as though it takes in the IR data, stores it and checks over it to see if it's valid. 91-94 seem to behave very unusually and apparently depend on what device you're connecting to - perhaps it's related to the internal ID of the device, which is used to identify if two connections to characters with the name same name are really from the same device. Resetting the other device seemed to change what items appeared here as a result. The only real thing of note that I can tell from this is that it seems to be the case that #91 + #93 = #92 + #94, and these sums are usually 15 or 0. 95 and 96 are fun - they represent the number of friends in your friends list. For whatever reason, it seems the variables being presented here are 4-bit variables, so the items displayed are (with the exception of the AIT glitch?) all items with IDs 0-15. This means that, to display numbers larger than 15, a second item slot is used as overflow - 95 represents the lower part of the number and 96 the higher part. Setting one of these to zero by eating it makes part of the friends list disappear, but the actual friend data held on the device still remains. Hence, increasing your friend count again will reset what was stopping it before by recovering all your friends. Though weirdly this seems to be able to overwrite one of the friends in your friends list, as if the variable representing the number of friends is also used to determine which slot to write the information about the next friend into. By far the most interesting is 86 (and presumably this is a 4-bit variable so 87 may also be part of this variable). If you've read my ROM Versions thread, you may remember when I looked over a V1 patent document detailing many of the different variables handled by the device. One of these variables - specifically one sent during connection - is the "recognition code", a variant of the device's version number. From the small table offered in the document, it seemed like the recognition codes were in fact just the integer part of the device's ROM version. This does still leave the recognition codes of some of the English language devices unclear though, as these ROM versions are not simple numbers. For example, the V2 I was using for these experiments uses ROM version A.3 - how can we assign an integral value to this number if it's not a real number? The ball glitch may have the answer for us. Here are a few ROM versions and their respective effect on item 85 when connecting to the V2: Ver ROM Ver Connect Mode Item 85 1 0.0 - ID 0 (Ball) 1 2.1 - ID 2 (Wig) 1 4.1 - ID 4 (Tools) 2 A2 H Ver 1 ID 10 (Darts) 2 A2 H Ver 2 ID 10 (Darts) 4 A4.5 E Others ID 0 (Ball) 4 A4.5 E Jinsei ID 10 (Darts) I can't be certain this is the recognition code - perhaps it's another similar version variable - but it's still very intriguing. Not only are the IDs a perfect match for all three major versions of the V1, but later versions seem to change the item to ID 10 - looking at the version numbers of other devices reveals that there's a gap in version 10 where no known device goes. This version falls somewhere between the Keitai and the Akai implying a 2005 release date - exactly matching the V2. As such, I think it's possible that version 10 was deliberately avoided to reserve the spot for releases outside of Japan. I've not tested the V3 or the V4.5 but I assume they return similar results. I tried a V7 too but this seemed to have no effect on the items - presumably because the IR protocol had changed significantly by this point. Strangely the V4 seems to behave differently to the V2 when in "Others" mode - the V2 seems to continue transmitting the same version data whereas the V4 seems to attempt to mimic the Plus by setting the value to 0. Alright, I think that's about as much as I want to cover about the ball glitch for one post. One last interesting glitch: A user in the Tamagotchi Collectors Discord called Mr Incubator joined me in my experiments using a V4. One of the most interesting glitches involved a spontaneous change to the contents of the meal and snack menus. After the four permanent food items the following items were listed in the following order: # Item ID 5 Choco Bar 112 6 Waffle 111 7 Fried Chicken 110 8 Crepe 109 9 Candy 108 10 Lollipop 107 11 !! ? 12 Yogurt ? 13 Noodles 104 14 Turkey 103 15 Cake ? 16 Cookie 101 17 Chocolate 100 18 Grapes 99 19 Orange ? 20 Scone ? 21 Melon 96 22 Corn 95 23 Royal Costume ? 24 Pasta 93 25 Pineapple 92 26 Pear 91 27 Popcorn 90 28 Cereal ? 29+ Lots of balls - All the food items showed one of their partially eaten sprites for some reason. So there's a very clear pattern here - weirdly, a group of items appeared which appear to perfectly match the order the items appear in the item ID list, albeit backwards. Assuming the unknowns also fit the pattern, this allows us to fill in a whole bunch of ID list blanks! I'm hoping similar things can be done with the V2. Until next time!
  8. What makes you say the characters are Bill variants? They're humans, sure, but they're not really related to Bill in any way. Bandai Japan seems to have always been reasonably fond of Tamagotchi crossovers - even during the 90s there were a number of crossover devices (the Mothra, Genjintch and TamaOtch immediately come to mind). Nowadays those crossovers still exist but tend to make a bit more "sense" like the multiple Sanrio crossovers or the Eevee Tamagotchi though there's definitely some unusual and unexpected crossovers like the Pac-Man Nano and a certain leaked Tamagotchi supposedly planned for release this year. But back in the connection era the crossovers seem to have been that extra bit unusual - I'm sure that as westerners there's a level of cultural context that we're missing, perhaps Haneru No Tobira and Oden-Kun and GLAY were really popular in Japan at the time - but all the crossovers they did are utterly bizarre, looking back. As such I don't think the Hanerutchi is particularly exclusive in being a bit of a weird concept, I think that was just how Bandai operated back then - I don't think there was any specific "reason" the Hanerutchi was a thing aside from it being a profitable endeavour. Historical and cultural context are probably the main things getting in the way of our understanding of why they ever thought the Hanerutchi or even the GLAY Plus were ever considered.
  9. Following on from the previous post, sending the items to another device just seemed to convert them into generic gift items like cakes. Not that exciting. In other news, I've been finding that the Ball Glitch seems to be one of the bizarrest glitches attainable, with some of the most wide-reaching effects. The most recent round of Ball Glitch effects I've experienced have revealed some things I hadn't even considered about glitch items. Remember how glitch items have strange effects when used in the items menu? And remember how the Ball Glitch can make food items appear in the items menu and items appear in the food menu? Well, as it turns out, if your character is an adult you can use the food items that end up in your items menu and they act in similar ways to glitch items. CRACKER - The Tamagotchi instantly crashed and the screen turned off TEA - Like AB, the screen continues showing the item as if that screen is the item animation CREAMY CAKE - A LOT like TEA and AB, but it momentarily hangs and then registers two button presses instead of one, causing it to instantly go onto the clock screen. While it's transferring to the clock screen you can see the "CREAMY CAKE" item screen but for some reason the character sprite is underneath the text too creating a bit of a mess. I'd create an image if I could but it was difficult to get a photo of because of how quickly it happened. I suppose the inverse of food behaving like glitch items is glitch items behaving as food. As it turns out, by some bizarre coincidence (perhaps it wasn't a coincidence and there's some item data even when you think it's all gone?) the Ball Glitch placed one of our glitch item friends in my treats menu. Specifically, "AIT", which as an item caused the device to crash. What happens when you eat it? A LOT HAPPENS, APPARENTLY - It's almost like getting a glimpse into a sprite sheet that the Tamagotchi draws its images from. Except, those sprites in the last frame... they don't look familiar to me. This'll need more investigation. One more interesting thing I found using this glitch? If your items list is more than 100 long, things get a bit weird. Like many fairly primitive programs, there's no "100s" place in the number - instead, the 10s place just keeps changing to symbols beyond 9. These were the first few characters I noticed in the 10s column after 9: A blank space, as if the number of the item was less than 10, A zero, something you definitely wouldn't normally see in this column, 1, 2, E, h, 5, 9, L, 8, 6, Another blank space. Notice a pattern in the symbols above? The 6 and the 9 might give it away - the E, h and L aren't actually letters, they're just the digits 3, 4 and 7 rotated by 180 degrees. For some reason that's the case of all the digits in this run of characters. As always I'll continue to give more updates as more unusual things happen. I feel like, since I'm starting to get items I wouldn't normally be able to, that I'm getting closer to one of those unused items I've been looking for.
  10. A small update - my V2 just evolved into an adult (after some very heavy abuse of the pause button, apparently) and I became able to use the glitch items. What did I find? To my surprise, the two items I was able to test had entirely different effects. Neither of the effects were very interesting in their own right, but the fact that each glitch item seems to behave differently is itself somewhat fascinating. I guess logging the effects of all the glitch items will have to be part of this project. The item with the "AB" sprite behaved as though it was playing an item animation, but nothing particularly interesting happened on screen - it just looked like it had stayed on the item screen but any button press would change it back to normal. "AIT" was slightly less usable - selecting the item caused the device to immediately freeze, without even making the "select" sound. Once again the screen hung on the image of the item. When I get home from work I'll try and see if sending the items to another device does anything interesting. I'm getting the impression that these items aren't particularly stable (who'd'a thunk it?) so my fingers are crossed for some wacky outcomes.
  11. A few months back, in my password experimentation topic, user Eggiweg noted that whilst using an unfinished version of my password generator they'd managed to obtain "glitch souvenirs" - item IDs 114 - 127 would give the player a "souvenir" of sorts that looked like a small section of text taken from somewhere else. The souvenir is only briefly seen and doesn't appear in the souvenirs list, but is an interesting example of "glitch items" on the V3 nonetheless: ID SOUVENIR ID ITEM 114 Untested 0 BALL 115 CIL 1 PENCIL 116 Untested 2 WIG 117 Untested 3 SUNGLASSES 118 Untested 4 RC CAR 119 N 5 (Unknown) 120 HTS I 6 WEIGHTS 121 OY 7 RC TOY 122 AR2 8 (Unknown) 123 W 9 BOW 124 TS 10 DARTS 125 G CK 11 BLDG BLOCK 126 P 12 CAP 127 TIE 13 BOW TIE The items listed above are all the glitch souvenirs I've recorded so far. I don't currently have a V3 running so I've basically just had to go off what others using the password generator have found. In the left two columns you'll the the item ID of the souvenir in question and how that souvenir appears to look on-screen. On the right I've listed the first 14 items by their ID number. Clearly, there's a correspondence here like some of the items we saw on the V2. From this, we can conclude that RC CAR2 is probably item ID 8 and item ID 5 is probably PEN. You can see the items I've obtained images of so far below: I've left 15 slots here instead of 14 because I've actually not seen item ID 113 tested yet and I'm not sure if it'll be rejected as an unused item ID or if it'll contain yet another glitch souvenir. Ideally I'd like to fill in all the empty slots as part of an effort to document all the absurd glitch-items Tamagotchis have to offer, so any experimentation with and photographs of the glitch souvenirs using the password generator would be helpful
  12. Nobody really knows what was planned for the WTE but by the sounds of it it was going to be like a 6.5. All we ever heard about it was a press release confirming its existence, but later on in the year emails to Bandai customer support confirmed they never made production. It's a shame, I really enjoyed the Music Star and would've loved to have seen more Music Star versions. Actually speaking of battery glitches and the Music Star, I do remember one time my Music Star absolutely flipped out when I changed the batteries. Amongst a series of other unusual effects, one of the most bizarre things that happened was that one of the trophies in my trophies list was replaced by the "happy birthday" sprite until I obtained that trophy again.
  13. I've gone over a few pieces of unused content on my ROM Versions thread, it's actually a fairly common feature of Tamagotchis! And a really fascinating feature, too. Strangely enough the Music Star also has a bunch of unused ticket items like the V2, though these tickets can be obtained using passwords (if you get lucky and happen to type in a working one!). They don't really do that much sadly, but I figure they were planned to have a use on the cancelled World Tour Edition.
  14. I doubt I'll experiment with the Friends. The battery type is entirely different so it doesn't really lend itself to the same effects that the CR batteries do - I'd think it'd be much harder to fiddle with the batteries in the same way you can on earlier models. The Friends ROM has been dumped anyway so I doubt there'd be much in the way of new content to find using these glitches. I'll instead be focusing on the V2 and maybe a little bit on the V1, too, if I can get it to do anything fun. The V1 had a bunch of cut features which, if they still exist in any form on the device, would make for some seriously interesting findings.
  15. It seems to be, yeah! It's definitely not the first time I've encountered battery-related glitches either, as I'm sure my devices have acted unusually after switching batteries before (I remember my Music Star actually dying as a result of one of these glitches - I swear, I didn't kill it!) One thing I forgot to mention in the post was that Tamagotchis actually accept several different battery sizes (CR2016 and CR2025 on top of the intended CR2032 - the only difference is the battery width), and so I've even been experimenting with different battery sizes in case they're slightly easier to "tilt", as it were. In the past I've encountered some very unusual behaviour from devices using the incorrect battery sizes, so initially I thought that was how the glitches in the videos were performed. But as it turns out, the battery doesn't need to be fully in for the device to stay on, it just needs to be able to make contact with the circuit. When I'm messing around with the battery I'm usually constantly holding it against the Tamagotchi and trying not to let it slip - the video briefly demonstrates what I mean at around 4:24. If the battery had to be all the way in for it to function, I doubt these glitches would be attainable, due to how long it would take to remove and replace the battery - the trick is to tilt the battery quickly (but not too quickly).