Main Menu
Main Page
Forums
Recent changes
Random page
Help

Databases
GlitchDex
AttackDex
ItemDex
TrainerDex
TypeDex
UnownDex
More

Major Glitches
Trainer escape glitch
Old man trick
Celebi trick
Select glitches (Japan)
SRAM glitch
CoolTrainer♀ corruption
LOL glitch
Rival LOL glitch
Super Glitch
ZZAZZ glitch
Pomeg corruption glitch (Glitzer Popping)
Tweaking
Elite Four door glitch (Japan)
Pokémon merge glitch
Pokémon cloning
Time Capsule exploit
Arbitrary code execution
Coin Case glitch
More

Other Glitch Categories
Glitches by generation
Glitches between two generations
Japan-only/language specific glitches
Music glitches
Natural glitches
Non-core series glitches
Non-Pokémon glitches
Officially acknowledged glitches
Recurring glitches
Dead glitches

References
Pokémon GameShark codes
The Big HEX List
Glitch Pokémon cries
GB programming
Curiosities
Debugging features
Easter eggs
Error traps
Glitch areas
Glitch myths
Non-glitch exploits
Placeholder texts
Pokémon glitch terminology
Unused content and prerelease information

Useful Tools
8F Helper
GBz80 to Items
Old man trick name generator
PATH (Prama's Advanced Tweaking Heaven)
Save file editors
Special stat/Pokémon converter
Trainer escape Trainer Pokémon finder

Affiliates
Legendary Star Blob 2 (Hakuda)
Pokémon Speedruns wiki
PRAMA Initiative
Become an affiliate!

Search Wiki

 

Search Forums

 

Recent Posts

Pages: [1] 2 3 ... 10
1
'welcome.

And well, I trial and errored my way into what I wanted to know.
I took a shiny code, and cut off the bottom three Box names so it looks like this;
Ap0'd'vR55
é'm2pp0é5       
éA4p0'd'vQ
é?2p0k55       
55éA4ppp
Then the rest was taken up by 5s and FMK's code at the bottom. It turned my Ditto shiny, but still corrupted box 3's name. But I'm assuming (cause I don't know), the last relevant bit of code is éA4p, then the rest was terminating code?
I actually tried it the first time without 55éA4ppp (so only 4 Box names) and that didn't change the special and speed, so that's why I'm guessing.
2
I wanted to know if I could use it with FMK's code, or if I have to erase FMK's code to use the shiny code. Because that sounds tedious and defeats the purpose.

Also, don't know if anyone needs this, but I went ahead and made a quick reference for the codes for every move;
https://pastebin.com/XSth40BV

And proof, used it to get an Extremespeed Dratini.

Yeah, you can probably use your code along with FMK's one-off code. I haven't tried it for myself, but I don't see any reason why it wouldn't work.

Thanks for the reference!
3
I wanted to know if I could use it with FMK's code, or if I have to erase FMK's code to use the shiny code. Because that sounds tedious and defeats the purpose.

Also, don't know if anyone needs this, but I went ahead and made a quick reference for the codes for every move;
https://pastebin.com/XSth40BV

And proof, used it to get an Extremespeed Dratini.
4
(Apologies for late reply)

If you wish to convert the code to work with the TM 25 setup, then this should work:

Box 1: Ap0k'vA55
Box 2: é'm2pp055
Box 3: éA4p'v7'v'd
Box 4: é(male)2péD95
Box 5: p'd555555

If you're meaning to use this with coin case, then it should already work as is, provided you executed the one-off code prior.

Oh, so you simply can't target pokemon 1?

Nope (at least not with moveset data). Pokemon 1's lower byte is not able to be represented with characters. However, some code developers have written self-modifying box name codes as a workaround. Still, it's much easier to just use addresses that can be represented as is, so we target pokemon 5, move 4, as both the high byte and low byte are able to be represented with 4 and (male) respectively.
5

Quote
With enough examples I could reverse engineer the pokemon formula and the DV formula, but this seems to be different (not targeting the first pokemon in the party, and changing the code for box 1 as opposed to box 2).
Targeting the fourth move of Pokémon 5 is simply because we can reach it directly with available characters. Therefore Box 1 can be used to get the ID for the desired move. The code of Box 2 then writes it.

Oh, so you simply can't target pokemon 1?
And if we're using the FMK setup now, how do you convert old codes like this to work with that set up?
Quote
Box 1:  A  p  0  k 'v  A  5  5
Box 2:  é 'm  2  p  p  0  5  5
Box 3:  é  A  4  p 'v  7 'v 'd
Box 4:  é  ♂  2  p  é  D  9 'l
Box 5: 'l  5  5  5  5  5  5  5
Box 6:  5  5  5  A 'l  x 'd  5
Cause when I used a code that needed FMK's code (The give all TMs code), I ended up renaming all my boxes after so I could go back to using the other codes I'd been using.
6
Pokémon Glitch Discussion / Re: Pokémon glitch 'haxxed' moments
« Last post by Parzival on Today at 04:57:11 pm »
Was doing pomeg glitch on hardware for the first time. I used Mudkip as my second fainted pokemon, and on this particular day, I had my headphones plugged in at max volume. Everything was going great until I viewed Mudkip's stats, in which the game decided to softlock and blare glitch sounds in my ears.

Ouch.
That's called the "GBA Crash sound", more commonly known as "OH s**t I f**k UP: The Sound".
7
According to the RAM map from Data Crystal it's Attack/Defense then speed/special.
Since speed EV is stored before special EV I would assume it's the same for IVs (so speed is the first byte, special the second).
8
Here's a breakdown of Box 1:

A ;Useless char that does nothing

More like an ignored character. With the usual setup (Quagsire holding TM02 with Return as first move) execution starts at the second character of the first box name.
You can literally put whatever character you want here. It's just A as a default, since that's where the cursor starts.

Quote
From a technical standpoint though, what does FMK's code do? What's the advantage to filling the rest of the pc with 5's then writing that for box 13 and 14 as opposed to using the 'return to game' code?
(Sorry I'm generally rambling and being confused while understanding stuff only as I start to type).
As for FMK's code, I'm not sure. It loads different values into a and then into three different addresses, none of which i know anything about. What i do know is that Box 13 and 14 are required in every use because they repair the stack to a playable state.

Hope this helped!

FMK's code puts the 'return to game' code into Box 13 and 14.
Filling the boxes with 5's just is a save passing code so execution reaches the return to game part.
The advantage is you don't have to engineer it yourself everytime you write a new code since you have to use a character normally not available. And you also have to figure out where to put it.
Otherwise part of the code always has to be "put the instruction for INC SP at the right place before it is executed". Due to limited charset (in most cases) this also restricts your available space to write code to a bit more than 8 box names, part of which is the 'return to game' code.

Hope this wasn't too techy.


Quote
With enough examples I could reverse engineer the pokemon formula and the DV formula, but this seems to be different (not targeting the first pokemon in the party, and changing the code for box 1 as opposed to box 2).
Targeting the fourth move of Pokémon 5 is simply because we can reach it directly with available characters. Therefore Box 1 can be used to get the ID for the desired move. The code of Box 2 then writes it.
9
I guess really, if I have a code to work with I just need to figure out what to change to get the move I want. With enough examples I could reverse engineer the pokemon formula and the DV formula, but this seems to be different (not targeting the first pokemon in the party, and changing the code for box 1 as opposed to box 2). I don't really speak programming, so any drastic change in the format is confusing.
As I understood with the other codes, box 1 was basically telling the code what to target, and box 2 was telling it what to change it to, but this is box 1 doing the changing somehow.
In Ap0?'vm55, is Ap[xxxx]55 what I am to be changing? I suppose that would make sense since 230 - 172 = 58 (ice beam).

From a technical standpoint though, what does FMK's code do? What's the advantage to filling the rest of the pc with 5's then writing that for box 13 and 14 as opposed to using the 'return to game' code?
(Sorry I'm generally rambling and being confused while understanding stuff only as I start to type).

Here's a breakdown of Box 1:

A ;Useless char that does nothing
p ; XOR a, so a = $00
0? ; OR $e6, so a = $e6
'vm ; SUB $ac so a - $ac = $3a (Ice beam)
5; ei, Interupts are already enabled so this does nothing
5 ; ei, same deal
(end terminator) ; ld d,b

And then Box 2 proceeds to load a into the desired location (In this case, $faef)

So if you wanted to make alterations to this code, you would replace ? and m with two values that you wish to subtract. Essentially, we are taking 2 values that can be represented as valid characters and subtracting them to get a value we would not have been able to type with characters.

As for FMK's code, I'm not sure. It loads different values into a and then into three different addresses, none of which i know anything about. What i do know is that Box 13 and 14 are required in every use because they repair the stack to a playable state.

Hope this helped!
10
I guess really, if I have a code to work with I just need to figure out what to change to get the move I want. With enough examples I could reverse engineer the pokemon formula and the DV formula, but this seems to be different (not targeting the first pokemon in the party, and changing the code for box 1 as opposed to box 2). I don't really speak programming, so any drastic change in the format is confusing.
As I understood with the other codes, box 1 was basically telling the code what to target, and box 2 was telling it what to change it to, but this is box 1 doing the changing somehow.
In Ap0?'vm55, is Ap[xxxx]55 what I am to be changing? I suppose that would make sense since 230 - 172 = 58 (ice beam).

From a technical standpoint though, what does FMK's code do? What's the advantage to filling the rest of the pc with 5's then writing that for box 13 and 14 as opposed to using the 'return to game' code?
(Sorry I'm generally rambling and being confused while understanding stuff only as I start to type).
Pages: [1] 2 3 ... 10