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Messages - andr2535

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Hi, I thought this was very interesting, but it doesn't work for the english version, so I thought I would make some sort of port.

I started on the assumption that the user already has an item pointing to the first box name.

So since some of the opcodes required for Crystal_'s implementation is missing from the english version I thought that since there is already a ram editor for the silver/gold coin case glitch
I could just edit that and make the box names point to the PC's first item.
http://pastebin.com/AEALLsqR

The assembled code:
p0'd0IéJ5
p0'm0(mn)éI5
'm55

Now that we can point to the PC's first item we need to get an item setup that can edit an arbitrary ram location, I have modified Crystal_'s
implementation of the RAM editor, such that it operates the same way as the coin case glitch one, except that you don't need specific move patterns
and it uses the BOX 4 name instead of BOX 9 name.(I hope it's alright me more or less copying the code...)
http://pastebin.com/YjZ4xEi5

it's probably easier to read the item requirement in the pastebin, so I won't copy them here :P
You can test that the code works with this code:
't9&/AC
should make your character green.

I made some item modifying codes to make it possible/easier to get some of the requirements:
http://pastebin.com/GWXC1u2Q

the only code of those that are really necessary are the code for the amount of items in the first spot in the item bag, this is the assembled version of the x144 code:
p0QéU2'd

I haven't tried yet, but I think that it would be trivial to do the rest of what is done in Crystal_'s implementation from here on.

I used a list of all the letters available in box names that I compiled myself because I couldn't find a similar list, I have thrown that on pastebin here:
http://pastebin.com/jxLY31kq
I also edited a list of opcodes for the game boy to only include those accessible using box names an image of it is attached,
hopefully they will be of use to someone :)
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Hi, I wanted to ask a question that confuses me a bit.

I was trying to use Pigdevil2010's bootstrapping code for w sm(http://forums.glitchcity.info/index.php/topic,6638.msg198107.html#msg198107),
but my game seems to freeze when I use that bootstrapping code.

So I tried to find the cause of it using the bgb debugger, and it seems like the place where it is supposed to goto DA97, it goes to DA98 instead.
I fixed that by switching Nidoqueen with Nidoran(female).

Does this bootstrapping setup work for anyone(unaltered), or is there some mysterious bug on my end? :P
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Generation I Glitch Discussion / Re: Mew trick using strength
« on: October 07, 2015, 09:23:01 am »
I did not know about this and I will test it, thanks!

Does it work with other HMs, like Cut or Surf?

I haven't found it to work with other HM's, however it is when you move the rock,
and not when you use the strength move, that it works.
So I would think that it somehow affects the same ram location as when battling a trainer.
But I don't know why it works :P
4
Generation I Glitch Discussion / Mew trick using strength
« on: October 06, 2015, 07:42:34 pm »
Hi, I was unable to find this method of using the mew glitch, so I thought I should share it.

You probably already know of the method where you can fly from the trainer,
save with a computer and beat the elite four to trigger the wild pokémon encounter.

This method is nearly identical, however instead of defeating the elite four, you only have
to move a rock using strength.
After you have moved the rock, the start menu will trigger as it does when you have defeated a trainer,
when you move back into the route with the trainer you flew from.

   
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