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1. I don't know. What's consistent, however, is the value of hl, because what most bootstraps essentially do is
Code: [Select]
ld hl, $D322
jp [hl]
(Most is actually "all but the glitched 3-Pokémon setup")

2. That's because codes interface with the game's engine. The way wCurOpponent works in the overworld is : if on one frame in the overworld, this value is non-zero, the game starts a battle with wCurOpponent as the opponent's ID. Thus, we write to that address, close the menu, and on the overworld frame that follows the menu's closing, the game starts the battle.

3. There are but OH BOY IT'S s**t. This game's text engine is a NIGHTMARE. I'd have to look back a bit at it (I had researched it for my SRAM hack), because it's very not obvious what you have to do. Give me a moment. A long one.

4. There's none, because the game's programming doesn't allow going past 99 ($63) items. Using DMA hijacking it may actually be possible, but good luck on this one.
Though I wouldn't trust the value of b, because mainly of the 6-Pokémon setup.
1. thanks! didnt see that for some reason. question is- did any of the values change since then because of changed bootstrap? (yes you already said about b, talking about the others)...
2. lots of 8f code seems to just load some data into registers and s**t happens- like how does the catch 'em all code works?- it just loads some value to the "wCurOpponent" which is the species of the opponent in wild battle... there is no code to initiate the battle itself.... lots of item lists are like this- just put the right data in the right spot without calling any function like I would expect... can anybody explain that to me?
3. where are the in-game functions to write text to the lil window on the screen? I wanna write some text without consequences easily and without having to clear it out, like when I just write tiles to the right place in ram directly...
4. is there a code to buy more then 99 items from shops? it will be more convenient then just making those items myself (duping and stuff)
Though I wouldn't trust the value of b, because mainly of the 6-Pokémon setup.
Yeah, there's an error in Torchicken's post : the Yellow setup modifies party Pokémon #1.
Non-Core Game Glitch Discussion / Re: Pokémon Stadium - N64 ACE HYPE !
« Last post by ISSOtm on Yesterday at 04:31:42 am »
I think it's possible. No-one has done it so far, though.
want a ws m code to change the ot and trainer id of a pokemon so pikachu will still exit its ball when i change the name and trainer id
Thought I would update this thread with some info on Italian MissingNo.

Torchickens has already researched it slightly, but for those who don't know, Italian MissingNo simply freezes the game when attempting to view its sprite due to the sound bank being changed. Getting a clear cut of its sprite even when fixing the sound bank is hard because so much garble gets in the way due to a buffer overflow. I had an idea with Photon-Phoenix last night which involved altering the Pewter Museum fossils to show MissingNo instead.

It worked, and there was a clear image, but everything was garbled around MissingNo. The music also became a cacophony of decibels.

I got a video of it (TURN DOWN YOUR VOLUME)

Here's the sprite cut out of the display box:

More interestingly, MissingNo appears different in Italian Blue than Red, the difference being subtle but enough:

You can do this yourself using Torchicken's sound bank fix, codes 0102EFC0 & 0102F0C0. The Fossil modifier for the display case is 01xx96CF.
Yep, the bootstrap code in your party is basically
- set hl to D322
- jump to hl

So in your items code you can always assume hl is D322.
It is D322 because of the boostrap code.

Remember the execution is done IN YOUR TEAM and you reroot it to item 3 (which is $D322)
Non-Core Game Glitch Discussion / Re: Pokémon Stadium - N64 ACE HYPE !
« Last post by natanelho on July 25, 2017, 10:55:08 am »
lol imagine somebody who wants to hack their n64 asks an expert to do the job, the expert comes with 4 pokemon carts and controllers and starts doing funny busyness... (I know it isnt really helpful for piracy/hacking)

great news! if its possible to write data from gen1 carts to the n64 ram, and then run the code why cant we just pass a small loop that instructs the n64 to write from controller or at least from the gb ram, which can be connected to a tas to write data super fast?
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