I'm so used to seeing inventories that have had their sixth slot increased by 128 by Missingno that I know that "top right cliff tile" means "120" from memory lol
Anyway I wanted to mention that currently I plan on recreating R/B MissingNo. as faithfully as I can for S/B. This ridiculously large sprite that gets culled from the screen, a manual implementation of the bag corruption, its main method of encounter (surfing the Cinnabar coast), etc. Though I'd like to try to avoid it actually corrupting things in an uncontrollable way, since that could cause unforeseeable problems with our modified code.
MissingNo. is one of my favourite quirks of Gen 1, but unfortunately, for compatibility with other ROMhacks, all 39 MissingNo. will be overwritten with their Gen 2 equivalents. (Also, MissingNo. would undoubtedly end up different anyway, due to quirks of how MissingNo. is effectively the result of predictable ACE, and that loses its predictability when you modify the ROM - see @porygondolier's video on that. But overwriting MissingNo. and removing it in its entirety just wouldn't feel right. This is Gen 1, you gotta have MissingNo.. Plus, having interacted with the internet, I know there are people who are really attached to MissingNo., and including one of the folks I follow here on Tumblr, and I don't want to let y'all down :)
So, TLDR, MissingNo. will be in S/B, recreated as faithfully as we can :)












