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Author Topic: Offgao's memory viewer and Tetris ACE exploits  (Read 718 times)

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Cryo

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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #15 on: January 12, 2017, 03:02:34 pm »
Hehe, yeah, I actually wasn't sure how the game would handle itself if you viewed the box when having an invalid sequence for the number of Pokemon, so I played it safe and set up the box as it expects for testing purposes.

Guess I forgot the part about optimization. :D
« Last Edit: January 12, 2017, 03:02:58 pm by Cryo »

Torchickens

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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #16 on: January 12, 2017, 03:21:13 pm »
I see, I think generally you'll have no trouble when viewing the contents of a box as far as the list.

However I remember when experimenting with player name IDs there was a control character (not player name) that caused a freeze, hence there may be a chance a problematic nickname could cause the game to freeze.

Additionally, when you try to withdraw a Pokémon with an unterminated name the game may freeze if you didn't view the summary of a Pokémon with a specific move 4, such as Counter beforehand.

Plus if a Pokémon has 0 max HP and greater than 0 current HP on the summary and/or knows Super Glitch viewing its summary may be problematic.

So you can view the box list but should never try press A on a Pokémon on the Withdraw screen or risk a freeze that could erase your save due to 00 39 corruption (although you would be destroying the memory editor code you set up).

This is what my box looks like:


And what I got when I tried yours:

« Last Edit: January 12, 2017, 03:24:44 pm by Torchickens »
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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #17 on: January 18, 2017, 08:55:30 am »
Would it be possible to have the code in SRAM Bank 0 Hall of Fame data? According the Datacrystal's RAM MAP it is about 4.8KB of space (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Bank_0) and would also allow you to use your boxes without corrupting them.
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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #18 on: January 21, 2017, 02:20:45 am »
Would it be possible to have the code in SRAM Bank 0 Hall of Fame data? According the Datacrystal's RAM MAP it is about 4.8KB of space (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Bank_0) and would also allow you to use your boxes without corrupting them.
Didn't we do this with one or another member's video on 9F?

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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #19 on: January 21, 2017, 03:17:35 am »
Yeah, this is a nice awesome finding!

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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #20 on: February 17, 2017, 08:39:25 am »
Would it be possible to have the code in SRAM Bank 0 Hall of Fame data? According the Datacrystal's RAM MAP it is about 4.8KB of space (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Bank_0) and would also allow you to use your boxes without corrupting them.
I'm trying to fit this into "unused" SRAM segments. If it works, I'll also post a 8F walkthrough on how to build this.

[EDIT] It is possible, but since you need to do SRAM unlocking and locking I believe it's not torth it.
« Last Edit: February 17, 2017, 11:24:32 am by ISSOtm »
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Torchickens

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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #21 on: February 17, 2017, 09:51:47 am »
Would it be possible to have the code in SRAM Bank 0 Hall of Fame data? According the Datacrystal's RAM MAP it is about 4.8KB of space (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Bank_0) and would also allow you to use your boxes without corrupting them.

Mm, that may work but you might have to add code to open the SRAM as SRAM may be closed; filled with FF/or apparently values that are hard to predict.

I was originally under the impression another good location might be the Day Care data from DA48 onward, but the current versions of the code are too many bytes long for that.
Hello. I actually identify as gender questioning, but nowadays feel more firmly that I identify as female. My sex is male but I like to express myself as female.

Thank you TMTRAINER for my avatar and Aeriixion for the cute sprite! :) Roelof also made different variations of the sprite (which I animated).

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Bulbapedia Starfy Wiki

Beyond all philosophies are the things that go best for you; what makes you feel content. It's important to always follow your heart, so unless you feel perfectly happy about it don't just follow something because it is popular, fits a style or is conventional. Sometimes you may reach a point you're not sure who you are, but as things settle I'm convinced things do work out in time.

jfb1337

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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #22 on: March 13, 2017, 04:27:17 am »
I presume there's not enough space in unused event flags for this right? If not then MrCheese's virus shows that it is at least possible to fit in unused event flags a script that opens SRAM, copies some data from it, and jumps to it; would that be worth doing? Since even if you reset the save file then the memory editor should still still there, you just need to re-do the loading code.

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Re: Offgao's memory viewer and Tetris ACE exploits
« Reply #23 on: March 13, 2017, 01:27:33 pm »
Would it be possible to have the code in SRAM Bank 0 Hall of Fame data? According the Datacrystal's RAM MAP it is about 4.8KB of space (http://datacrystal.romhacking.net/wiki/Pok%C3%A9mon_Red/Blue:RAM_map#Bank_0) and would also allow you to use your boxes without corrupting them.

Mm, that may work but you might have to add code to open the SRAM as SRAM may be closed; filled with FF/or apparently values that are hard to predict.
Closed SRAM is read as $FF bytes (unless ur playin VBA lel)

I presume there's not enough space in unused event flags for this right? If not then MrCheese's virus shows that it is at least possible to fit in unused event flags a script that opens SRAM, copies some data from it, and jumps to it; would that be worth doing? Since even if you reset the save file then the memory editor should still still there, you just need to re-do the loading code.
Code: [Select]
ld hl, $0060
inc [hl]
jp $XXXX
Enables SRAM and jumps to wherever you want in a mere 7 bytes !
The trick is inc [hl], which reads a $D9 @ $0060, and writes back a $DA to $0060.
Enabling SRAM usually works by writing $0A in memory range $0000 - $1FFF ; during testing, I found - by accident - that writing anything that has its lower nibble as $A also works, at least on BGB. I'd like to try on hardware.
Disabling SRAM is as simple as writing anything that doesn't have its lower nibble as $A in the above memory range. It can also be done by saving the game, though :P
I don't know what happens when powering the console off while SRAM is open, but documents imply that this might decay its contents.
"THOU SHALL NOT PASS !!"  RIVAL's effect, Gandalf.

Proudly glitching Pokémon Red and Yellow on a Black & White GB, Pocket GB, GB Color, GBA SP and new 3DS.

My Twitter (beware, I'm French)
My YouTube (same warning)

Here is an online tool to build 8F setups : GBz80 to Items !

They see me layzin', they ha-tin'...
Heavy contributor of the global augmentation of entropy (my room's is too damn high !)