
<?xml version="1.0"?>
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	<id>https://kb.speeddemosarchive.com/index.php?action=history&amp;feed=atom&amp;title=Pok%C3%A9mon_Diamond%2FPearl%2FPlatinum</id>
	<title>Pokémon Diamond/Pearl/Platinum - Revision history</title>
	<link rel="self" type="application/atom+xml" href="https://kb.speeddemosarchive.com/index.php?action=history&amp;feed=atom&amp;title=Pok%C3%A9mon_Diamond%2FPearl%2FPlatinum"/>
	<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;action=history"/>
	<updated>2026-11-14T04:02:48Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.46.2</generator>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7910&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7910&amp;oldid=prev"/>
		<updated>2012-08-26T19:47:49Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:47, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l315&quot;&gt;Line 315:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 315:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the area of the map with terrain will reset, starting with 0 at 65536 and so on. This will cause an instance of this in-bounds area with no collision data to be loaded. This &quot;fake&quot; instance&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load the same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the area of the map with terrain will reset, starting with 0 at 65536 and so on. This will cause an instance of this in-bounds area with no collision data to be loaded. This &quot;fake&quot; instance&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load the same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. This is the only way to get onto in-bounds coordinates while in the void (The void can be left by flying out of an outdoor section after holding the right direction to bring the cursor onto the map, or by using an escape rope in a cave section)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7909&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7909&amp;oldid=prev"/>
		<updated>2012-08-26T19:41:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:41, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l315&quot;&gt;Line 315:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 315:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the area of the map with terrain will reset, starting with 0 at 65536 and so on. This will cause an instance of this in-bounds area with no collision data to be loaded. This &quot;fake&quot; instance&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the area of the map with terrain will reset, starting with 0 at 65536 and so on. This will cause an instance of this in-bounds area with no collision data to be loaded. This &quot;fake&quot; instance&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7908&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7908&amp;oldid=prev"/>
		<updated>2012-08-26T19:32:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:32, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l315&quot;&gt;Line 315:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 315:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the area of the map with terrain will reset, starting with 0 at 65536 and so on. This will cause &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a copy &lt;/del&gt;of this in-bounds area with no collision data to be loaded. This &quot;fake&quot; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;copy&lt;/del&gt;&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the area of the map with terrain will reset, starting with 0 at 65536 and so on. This will cause &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an instance &lt;/ins&gt;of this in-bounds area with no collision data to be loaded. This &quot;fake&quot; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instance&lt;/ins&gt;&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7907&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7907&amp;oldid=prev"/>
		<updated>2012-08-26T19:31:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:31, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l315&quot;&gt;Line 315:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 315:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is on one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in-bounds &lt;/del&gt;area of the map will reset, starting with 0 at 65536 and so on. This will cause a copy of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;in-bounds area with no collision data to be loaded. This &quot;fake&quot; copy&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the area of the map &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with terrain &lt;/ins&gt;will reset, starting with 0 at 65536 and so on. This will cause a copy of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this &lt;/ins&gt;in-bounds area with no collision data to be loaded. This &quot;fake&quot; copy&#039;s coordinates correspond to the real area&#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7906&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7906&amp;oldid=prev"/>
		<updated>2012-08-26T19:20:59Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:20, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l313&quot;&gt;Line 313:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 313:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every map in the game is 65536 by 65536 tiles. However, very little of this space is used for the game world. Most of the tiles are black, empty space. As you go through this black empty space, called the void, you will encounter sections, usually 32x32 tiles in size, that are associated with a map ID. These sections are arranged in a diagonally repeating pattern that varies depending on what map is loaded and what flags are set. Saving will load the map with the map ID of the section you saved in, but the coordinates you are at on the map will remain the same, regardless of what map is loaded.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every map in the game is 65536 by 65536 tiles. However, very little of this space is used for the game world. Most of the tiles are black, empty space. As you go through this black empty space, called the void, you will encounter sections, usually 32x32 tiles in size, that are associated with a map ID. These sections are arranged in a diagonally repeating pattern that varies depending on what map is loaded and what flags are set. Saving will load the map with the map ID of the section you saved in, but the coordinates you are at on the map will remain the same, regardless of what map is loaded.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;associated with &lt;/del&gt;one map &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ID&lt;/del&gt;): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map (All of outdoor Sinnoh is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/ins&gt;one map): go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the in-bounds area of the map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds area with no collision data to be loaded. This &amp;quot;fake&amp;quot; copy&amp;#039;s coordinates correspond to the real area&amp;#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the in-bounds area of the map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds area with no collision data to be loaded. This &amp;quot;fake&amp;quot; copy&amp;#039;s coordinates correspond to the real area&amp;#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7905&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7905&amp;oldid=prev"/>
		<updated>2012-08-26T19:19:10Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:19, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l313&quot;&gt;Line 313:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 313:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every map in the game is 65536 by 65536 tiles. However, very little of this space is used for the game world. Most of the tiles are black, empty space. As you go through this black empty space, called the void, you will encounter sections, usually 32x32 tiles in size, that are associated with a map ID. These sections are arranged in a diagonally repeating pattern that varies depending on what map is loaded and what flags are set. Saving will load the map with the map ID of the section you saved in, but the coordinates you are at on the map will remain the same, regardless of what map is loaded.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every map in the game is 65536 by 65536 tiles. However, very little of this space is used for the game world. Most of the tiles are black, empty space. As you go through this black empty space, called the void, you will encounter sections, usually 32x32 tiles in size, that are associated with a map ID. These sections are arranged in a diagonally repeating pattern that varies depending on what map is loaded and what flags are set. Saving will load the map with the map ID of the section you saved in, but the coordinates you are at on the map will remain the same, regardless of what map is loaded.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(All of outdoor Sinnoh is associated with one map ID)&lt;/ins&gt;: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the in-bounds area of the map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds area with no collision data to be loaded. This &amp;quot;fake&amp;quot; copy&amp;#039;s coordinates correspond to the real area&amp;#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the in-bounds area of the map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds area with no collision data to be loaded. This &amp;quot;fake&amp;quot; copy&amp;#039;s coordinates correspond to the real area&amp;#039;s. By saving on a part of the fake area, in a section with a map ID that will load same map you are on, you can get back in bounds onto the real, fully loaded area. Everything will initially be black, but simply refresh the graphics again and everything should be normal.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7904&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7904&amp;oldid=prev"/>
		<updated>2012-08-26T19:17:50Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:17, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l315&quot;&gt;Line 315:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 315:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&quot;real&quot;, &lt;/del&gt;in-bounds map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map &lt;/del&gt;with no collision data to be loaded. This &quot;fake&quot; copy&#039;s coordinates correspond to the real &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map&lt;/del&gt;. By saving on a part of the fake &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map &lt;/del&gt;with a map ID that will load &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;same map you are on, you can get back in bounds &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at any tile of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fake map that meets these conditions&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the in-bounds &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area of the &lt;/ins&gt;map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area &lt;/ins&gt;with no collision data to be loaded. This &quot;fake&quot; copy&#039;s coordinates correspond to the real &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area&#039;s&lt;/ins&gt;. By saving on a part of the fake &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;area, in a section &lt;/ins&gt;with a map ID that will load same map you are on, you can get back in bounds &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;onto the real, fully loaded area. Everything will initially be black, but simply refresh &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphics again and everything should be normal&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7903&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7903&amp;oldid=prev"/>
		<updated>2012-08-26T19:09:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:09, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l315&quot;&gt;Line 315:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 315:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics by opening a menu category such as the bag while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the &quot;real&quot;, in-bounds map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds map with no collision data to be loaded. This &quot;fake&quot; copy&#039;s coordinates correspond to the real map. By saving on a part of the fake map with a map ID that will load the same map you are on, you can get back in bounds &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/del&gt;any tile of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;real &lt;/del&gt;map that meets these conditions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the &quot;real&quot;, in-bounds map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds map with no collision data to be loaded. This &quot;fake&quot; copy&#039;s coordinates correspond to the real map. By saving on a part of the fake map with a map ID that will load the same map you are on, you can get back in bounds &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at &lt;/ins&gt;any tile of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fake &lt;/ins&gt;map that meets these conditions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Some sections in the void have events associated with them that play on entry. The most important of these is induction into the hall of fame, which allows a speedrunner to beat the game without fighting the elite 4 or collecting the badges. The quickest path to a section with this event is, from 430N:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7902&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7902&amp;oldid=prev"/>
		<updated>2012-08-26T19:06:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:06, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l313&quot;&gt;Line 313:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 313:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every map in the game is 65536 by 65536 tiles. However, very little of this space is used for the game world. Most of the tiles are black, empty space. As you go through this black empty space, called the void, you will encounter sections, usually 32x32 tiles in size, that are associated with a map ID. These sections are arranged in a diagonally repeating pattern that varies depending on what map is loaded and what flags are set. Saving will load the map with the map ID of the section you saved in, but the coordinates you are at on the map will remain the same, regardless of what map is loaded.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Every map in the game is 65536 by 65536 tiles. However, very little of this space is used for the game world. Most of the tiles are black, empty space. As you go through this black empty space, called the void, you will encounter sections, usually 32x32 tiles in size, that are associated with a map ID. These sections are arranged in a diagonally repeating pattern that varies depending on what map is loaded and what flags are set. Saving will load the map with the map ID of the section you saved in, but the coordinates you are at on the map will remain the same, regardless of what map is loaded.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The most common and useful method of entering the void is to tweak East to West in the center of Jubilife, and refresh the graphics &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by opening a menu category such as the bag &lt;/ins&gt;while standing on the tile directly behind the Poketch Co. door. This allows you to enter the door backwards, which makes your character exit the door backwards as well. This allows you to get out of bounds on the Poketch Co. map. To get onto the outdoor Sinnoh map: go 1 step south, 5 steps east, 430 steps north, save, reset. This location is called 430N and is usually the starting point for any void exploration.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the &amp;quot;real&amp;quot;, in-bounds map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds map with no collision data to be loaded. This &amp;quot;fake&amp;quot; copy&amp;#039;s coordinates correspond to the real map. By saving on a part of the fake map with a map ID that will load the same map you are on, you can get back in bounds on any tile of the real map that meets these conditions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;If you try to go to any coordinate greater than 65535, your position in relation to the &amp;quot;real&amp;quot;, in-bounds map will reset, starting with 0 at 65536 and so on. This will cause a copy of the in-bounds map with no collision data to be loaded. This &amp;quot;fake&amp;quot; copy&amp;#039;s coordinates correspond to the real map. By saving on a part of the fake map with a map ID that will load the same map you are on, you can get back in bounds on any tile of the real map that meets these conditions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
	<entry>
		<id>https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7901&amp;oldid=prev</id>
		<title>72.161.18.40: /* Glitches */</title>
		<link rel="alternate" type="text/html" href="https://kb.speeddemosarchive.com/index.php?title=Pok%C3%A9mon_Diamond/Pearl/Platinum&amp;diff=7901&amp;oldid=prev"/>
		<updated>2012-08-26T19:03:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Glitches&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw-interface=&quot;&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 19:03, 26 August 2012&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l291&quot;&gt;Line 291:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 291:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Tweaking&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;#039;&amp;#039;&amp;#039;Tweaking&amp;#039;&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Maps in all 4thgen Pokemon games are loaded in 32 tile by 32 tile sections. The triggers for new 32x32 sections to be loaded are load lines that bisect each section vertically and horizontally, and intersect in its center. By crossing combinations of load lines very quickly in certain patterns, the game can be forced to load a section that corresponds to a different nearby area.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Maps in all 4thgen Pokemon games are loaded in 32 tile by 32 tile sections&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. These sections include the collision data, graphics, and terrain&lt;/ins&gt;. The triggers for new 32x32 sections to be loaded are load lines that bisect each section vertically and horizontally, and intersect in its center. By crossing combinations of load lines very quickly in certain patterns, the game can be forced to load a section that corresponds to a different nearby area.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Finding load lines is a very simple task in most cases. Area changes (i.e. Jubilife to Route 203), always occur at the edges of a section. Therefore, from directly inside the boundary of a section, you will always cross the load line parallel to the boundary on your 16th step away from the boundary.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Finding load lines is a very simple task in most cases. Area changes (i.e. Jubilife to Route 203), always occur at the edges of a section. Therefore, from directly inside the boundary of a section, you will always cross the load line parallel to the boundary on your 16th step away from the boundary.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>72.161.18.40</name></author>
	</entry>
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