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91
Generation II Glitch Discussion / Re: Obtaining TM17 ACE in EU versions of G/S
« Last post by luckytyphlosion on October 08, 2017, 02:04:22 pm »
The problem with using doing a setup with deposits/withdraws/daycare takebacks is that it's potentially dependent on not having $FF in DVs or TID. This is dependent on the setup used, but it can create some compatibility issues between saves. The setup posted has been tested to work with $FF in TID, and $FF not in TID.
92
As far as I know, addresses are the same in english and other european games, but you're right, the differences in characters could be a problem that would require some adaptation.

That being said, the easiest way to jump to box names using TM25 is through box 9, so I'm guessing using the code starting from this box should do the trick. I have no clue about the call issue in french games, maybe ISSOtm can answer that because he's more into game functions than I am.

EDIT: According to ISSOtm, pointers are indeed very different in other languages (315E in french, 313F in italian, 313E in spanish, 3179 in german). So, that means these codes have to be remade for each european games?
93
Very useful post, as I was interested in the hidden powers. Great job.

Though I was having some trouble with my last code (in the PM I sent you) and I wasn't sure if it was the slide pokemon or Quagsire. Can it ever be a issue with the Quagsire or does the code only check that the Quagsire is holding TM02 and has Return has the first move and no other factors of the Quagsire matter? And the amount of pokemon in a box doesn't change anything?

Just have no idea why it didn't work as it seemed I had tried everything.

Thanks Nostalgia. :)

That's right. Other than the slide Pokémon, the game will only read the species, held item and move 1 of the Quagsire which in this case is a jump to the box names, so it's likely something went wrong with your slide Pokémon. The number of Pokémon in a box doesn't matter as well. It may help therefore to just catch a new one if the box names are fine.

Sorry for the late response.
94
Very useful post, as I was interested in the hidden powers. Great job.

Though I was having some trouble with my last code (in the PM I sent you) and I wasn't sure if it was the slide pokemon or Quagsire. Can it ever be a issue with the Quagsire or does the code only check that the Quagsire is holding TM02 and has Return has the first move and no other factors of the Quagsire matter? And the amount of pokemon in a box doesn't change anything?

Just have no idea why it didn't work as it seemed I had tried everything.
95
Hey Torchickens, nice codes!

I was wondering: technically, if we use TM25/17 to execute code from box names in european games, these codes would work exactly the same way, right?

Thanks Krys! :)

I'm unsure, however most of them should work if the jump is to PC box name 1 character 2 as the addresses are unchanged between different language versions, and if all the characters can be input regardless of version. I tested D5B7 (the number of items address) for instance and it was unchanged on the French version.

However even if all the addresses are the same the all TM/HMs code may not work. This is because a call to ByteFill (314C) is involved, which may be at a different pointer in other languages (including at least French).
96
Hey Torchickens, nice codes!

I was wondering: technically, if we use TM25/17 to execute code from box names in european games, these codes would work exactly the same way, right?
97
I created these for the Quagsire holding a TM02 with Return as first move setup for arbitrary code execution in English Gold/Silver. :) Let me know if you have any difficulties with them and I'll try to help.

Change Pokémon 1 codes:

Pokérus:

Ap0'd'vK55
é'm2p0955
éA455555
55555555
5555555p
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Shiny:

Ap0'd'vR55
é'm2pp045
éA4p0'd'vQ
é?2p0k55
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Max DVs:

Ap0'd'vR55
é'm2p0955
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Dark max Hidden Power:
Atk Def 15 15

Ap0'd'vR55
é'm2pp095
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Dragon max Hidden Power:
Atk Def 15 14

Ap0'd'vR55
é'm2pp085
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Ice max Hidden Power:
Atk Def 15 13

Ap0'd'vR55
é'm2pp075
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Psychic max Hidden Power:
Atk Def 15 12

Ap0'd'vR55
é'm2pp065
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Electric max Hidden Power:
Atk Def 14 15

Ap0'd'vR55
é'm2pp0(male)5
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Grass max Hidden Power:
Atk Def 14 14

Ap0'd'vR55
é'm2p0é'v6
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Water max Hidden Power:
Atk Def 14 13

Ap0'd'vR55
é'm2p0é'v7
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Fire max Hidden Power:
Atk Def 14 12

Ap0'd'vR55
é'm2p0é'v8
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Steel max Hidden Power:
Atk Def 13 15

Ap0'd'vR55
é'm2p0'v'v1
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555


Ghost max Hidden Power:
Atk Def 13 14

Ap0'd'vR55
é'm2p0'v'v2
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555


Bug max Hidden Power:
Atk Def 13 13

Ap0'd'vR55
é'm2p0'v'v3
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Rock max Hidden Power:
Atk Def 13 12

Ap0'd'vR55
é'm2p0'v'v4
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Ground max Hidden Power:
Atk Def 12 15

Ap0'd'vR55
é'm2p0z'vé
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Poison max Hidden Power:
Atk Def 12 14

Ap0'd'vR55
é'm2p0u'v?
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555


Flying max Hidden Power:
Atk Def 12 13

Ap0'd'vR55
é'm2p0u'v!
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Fighting max Hidden Power:
Atk Def 12 12

Ap0'd'vR55
é'm2p0u'v.
éA4p0'd'vQ
é?2p0955
55éA4ppp
'v7'v'dé42p
éD9'l'lA'lx
'd5555555

Change Pokémon 5 codes:

First use:

[REQUIRED code by FMK] One-off code so all future codes don't need the 'return to game' code:
Box 1 : Ap0w'vA55    (XOR A; OR b6; SUB 0x80)
Box 2 : é'm2p'v7'v'd (LD [d2f8], A; XOR A; SUB fd; SUB d0)
Box 3 : éA355555     (LD [80f9], A)
Box 4+: 55555555     (Safe filler code)
Box 13: 5555péD9     (XOR A; LD [83ff], A)
Box 14: 'l'lA'lx'd55 (POP DE; POP DE; INC SP; POP DE; OR A; RET NC)

Next you can use:

Max out stat experience, give experience for Level 100 after battle:

Box 1: Ap09é♀45
Box 2: é04é1455
Box 3: é24é3455
Box 4: é44é5455
Box 5: é64é7455
Box 6: é84é.455
Box 7+: 55555555
Box 13: Unchanged from before
Box 14: Unchanged from before

All TMs/HMs:

Requires above one-off code:

Box 1: Ap'vCé025
Box 2: 'vj'vué♀25
Box 3: 'v.é32p'v9r
Box 4: é22pé425
Box 5: 'vué62'v 5 (there is a space after the 'v and before the 5)
Box 6: é52'v:é72
Box 7: 55♀55555
Box 8-12: 55555555
Box 13, 14: Same as before, don't change them.
98
So last week I made an item script that could grant you any Pokemon you desire by the amount of times you pressed right.

For example, if you wanted Mew, you would press:
RIGHT x21
SELECT - exit

Here's The code, commented to the best of my ability:
Code: [Select]
dec a ;-padding-
ld c,d ; c = $00
start:
 call $3ffa ; calls joypad subroutine
 ldh a,($b2) ; Grab most recently released button
 cp $10 ; If that button is right...
 jr z,righthandler ; ...then go to righthandler
 cp $20 ; If that button is left...
 jr z,lefthandler ;...then go to lefthandler
 ldh a,($f8) ; Get current held button
 cp $04 ; If that button is select...
 jr z,end ; Go to the end
 jr start ; Keep listening for inputs
righthandler:
 inc c ; Every time right is pressed, increment c
 jr start ; Keep listening for inputs
lefthandler:
 dec c ; Every time left is pressed, decrement c
 jr start ; Keep listening for inputs
end:
 ld b,c ; B = C, B is used as the Species Index
 ld c,$32 ;c + $32(50) , C is used as level.
 call $3e48 ; Calls pokemon recieve subroutine
 ret ; "It''s first grade, Spongebob!"

The code works perfectly fine as written, the only problem is I've been attempting to add padding (useless filler to prevent glitch items) to the code, but I can't seem to figure out how I would go about padding this script. Every time I add padding to fix one problem, another arises, and it's frustrating because I want to finish this soon.

Any and all help is appreciated.
99
What's preventing this from working in Japanese GSC? Does the bad clone glitch/cloning glitch not work there or something?

The addresses are different. Some can be deducted by extrapolating the difference between addresses (this is how I figured the way to do this in the Japanese versions, for example, by guessing that the Japanese address was the English address minus 0xD or close because the difference between English addresses 0xCEA3-0xCEA6, which are manipulated to trigger the "walk through walls" behavior, and the Japanese addresses is exactly 0xC, so why not?) but others are in completely distinct locations and thus require a deeper understanding of how the code is structured on the Japanese ROMs.
100
Generation II Glitch Discussion / Re: Obtaining TM17 ACE in EU versions of G/S
« Last post by Krys3000 on October 08, 2017, 08:18:21 am »
On a side note, if you're not in a hurry to do this trick early in the game, you can use instead of Bellsprout a setup based on a Pokémon with Seismic Toss (Machop for example, the move must be in slot 1) which would be really easier to perform.

Just put the glitch Pokémon 000 in front of 5 other useless Pokémon (or clones) in your team, move the Pokémon with Seismic Toss at first slot, give the glitch Pokémon to the Daycare lady and store/withdraw the Pokémon with Seismic Toss which now has Mystery Egg attached. Then clone this Pokémon and take both eggs.
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