Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Krys3000

Pages: [1] 2 3 ... 41
1
It's good to have many possibilities to do the same thing :)

Regarding the old code, even by doing your trick for Pokémon with hex ID lower than $7F, some Pokémon cannot be caught because we don't have access to the character. For the french version, I had to use 5 different variations of the code (basically the original one, the 'sub 7f' one, and three other subs with different values) to get them all. I'm assuming it can be improved to 4 codes somehow. It would be great anyway to have the full coverage for the english version too  :)
2
Provided the OAM DMA is in the same place as in English, this code should work for French versions as well.

AFAIK it does (otherwise my translation of your catch 'em all code wouldn't have worked, right?) but I'll test your code today, just to be sure :p
3
It works, thank you very much as it spares me from doing this translation for PRAMA  ;D!

It does only give Johto badges though, but that was also in the original code, right?
4
I agree about doing the second code first  :)

I think the point with Wack0's code was to design a code that uses only items that can be easily bought, that's why he prefered Poké Ball/Fresh Water over Max Revive/TM01  ;D
5
That's very nice anyway, good work! :)
6
The OAM DMA thing of Crystal_ (and your version, Couldntthinkofaname) works in french and italian games, once adapted for character issues.

I've used codes to edit several points in WRAM before in french or italian games (Trainer ID, Items, Pokémon, etc.) using exactly the same addresses than english games, so maybe the whole WRAM is exactly the same in english and european games, and you can use OAM DMA the same way in both too, but things in other part of the memory are different.
7
As I've seen only matches between US memory addresses and european ones (as well as codes working in both) I'm interested in knowing exactly what is shifted, because I honestly didn't know that  :???:
8
@Skreef That worked; thanks.

What would my pack setup be to modify a Pokémon's DVs to a number of my choice (not necessarily max)?

As for any other thing you may want to do with 8F, you can just use the single-address value memory changing code multiple times, using the addresses that match the DV of the given Pokémon :)
Thanks. 

from 2nd link:
DAB1 - Attack/Defense IV
DAB2 - Speed/Special IV

Let's say I want to set my Chansey's DVs to 8/15/15/15.  (That's a legal R/B/Y spread for that Pokémon that doesn't compromise Defense, Speed, or Special.)  My code for the Attack and Defense DVs would be:

Item 1: any item
Item 2: 8F
Item 3: Lemonade x143 (8 Attack, F [15] Defense)
Item 4: X Accuracy x177 (decimal equivalent of B1)
Item 5: Carbos x218 (decimal equivalent of DA)
Item 6: Poké Ball x119
Item 7: Fresh Water x201

Is this correct?  Would I just set this up and use 8F once?

Provided that your game is an english R/B (otherwise, addresses would be $DAB6 and $DAB7 in european non-english R/B, $DAB0 and $DAB1 in english yellow, and $DAB5 and $DAB6 in european non-english yellow) then yes this would be exactly what you have to do. Change the values to 255/178/218 and use 8F a second time for the Speed/Special IVs :) (don't forget your Pokémon setup though)
9
The character set in french is available in this pastebin: https://pastebin.com/W9Pe82uG

Having spent a whole day translating your catch any Pokémon code to french, I can relate that it's annoying af. Most times you can replace sub by sbc because the carry flag is not set, but the lack of ret nc could be a problem (you'll have to use ret c or reti). Sometimes, there is no easy solution and the whole thing has to be remade. If you eventually find the courage to do it, that would be great for us frenchies :D 
10
@Skreef That worked; thanks.

What would my pack setup be to modify a Pokémon's DVs to a number of my choice (not necessarily max)?

As for any other thing you may want to do with 8F, you can just use the single-address value memory changing code multiple times, using the addresses that match the DV of the given Pokémon :)
11
Thanks Couldntthinkofaname! I've updated the previous post with the codes and asm.

Below is the variant of Crystal_'s OAM DMA Hijacking method adapted from MAP's pastebin. I cut it from the guide, and link it from there to here, so both methods are given with links.

Quote
Use 'IV.2: GET ANY TM/HM x255 CODE' to get TM09, unless you already have it.

Give TM09 to hold to Quagsire, instead of TM02, and save.

Rename Box 2 to Box 10 as follows:
p'va'vbé!2 (english game) or p°a°bé!2 (italian and spanish game)
'v[é?2'v85 (english game) or °[é?2°85 (italian and spanish game)
é22'v3é02 (english game) or é22°3é02 (italian and spanish game)
hhh222hh
's82hhhéé (english game) or ó82hhhéé (italian and spanish game)
'd2G2h'd (english game) or ì2G2hì (italian and spanish game)
's02hé,2h (english game) or ó02hé,2h (italian and spanish game)
's02hé/2h (english game) or ó02hé/2h (italian and spanish game)
's02'd (english game) or ó02ì (italian and spanish game)
NOTE: As of now, to my knowledge there is no equivalent to this for french games.

Save.

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow: !.22]]

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow: !.23__ while replacing __ by the characters corresponding to the wanted Pokémon in the following table (Pk and Mn are available symbols, not "P followed by k"):
AA   ????? (n°000)
AB   Bulbasaur
BB   Ivysaur
BC   Venusaur
CC   Charmander
CD   Charmeleon
DD   Charizard
DE   Squirtle
EE   Wartortle
EF   Blastoise
FF   Caterpie
FG   Metapod
GG   Butterfree
GH   Weedle
HH   Kakuna
HI   Beedrill
II   Pidgey
IJ   Pidgeotto
JJ   Pidgeot
JK   Rattata
KK   Raticate
KL   Spearow
LL   Fearow
LM   Ekans
MM   Arbok
MN   Pikachu
NN   Raichu
NO   Sandshrew
OO   Sandslash
OP   Nidoran♀
PP   Nidorina
PQ   Nidoqueen
QQ   Nidoran♂
QR   Nidorino
RR   Nidoking
RS   Clefairy
SS   Clefable
ST   Vulpix
TT   Ninetales
TU   Jigglypuff
UU   Wigglytuff
UV   Zubat
VV   Golbat
VW   Oddish
WW   Gloom
WX   Vileplume
XX   Paras
XY   Parasect
YY   Venonat
YZ   Venomoth
ZZ   Diglett
Z(   Dugtrio
((   Meowth
()   Persian
))   Psyduck
):   Golduck
::   Mankey
:;   Primeape
;;   Growlithe
;[   Arcanine
[[   Poliwag
[]   Poliwhirl
]]   Poliwrath
]a   Abra
aa   Kadabra
ab   Alakazam
bb   Machop
bc   Machoke
cc   Machamp
cd   Bellsprout
dd   Weepinbell
de   Victreebel
ee   Tentacool
ef   Tentacruel
ff   Geodude
fg   Graveler
gg   Golem
gh   Ponyta
hh   Rapidash
hi   Slowpoke
ii   Slowbro
ij   Magnemite
jj   Magneton
jk   Farfetch'd
kk   Doduo
kl   Dodrio
ll   Seel
lm   Dewgong
mm   Grimer
mn   Muk
nn   Shellder
no   Cloyster
oo   Gastly
op   Haunter
pp   Gengar
pq   Onix
qq   Drowzee
qr   Hypno
rr   Krabby
rs   Kingler
ss   Voltorb
st   Electrode
tt   Exeggcute
tu   Exeggutor
uu   Cubone
uv   Marowak
vv   Hitmonlee
vw   Hitmonchan
ww   Lickitung
wx   Koffing
xx   Weezing
xy   Rhyhorn
yy   Rhydon
yz   Chansey
zz   Tangela
?N   Kangaskhan
?O   Horsea
?P   Seadra
?Q   Goldeen
?R   Seaking
?S   Staryu
?T   Starmie
?U   Mr. Mime
?V   Scyther
?W   Jynx
?X   Electabuzz
?Y   Magmar
?Z   Pinsir
?(   Tauros
?)   Magikarp
?:   Gyarados
?;   Lapras
?[   Ditto
?]   Eevee
?a   Vaporeon
?b   Jolteon
?c   Flareon
?d   Porygon
?e   Omanyte
?f   Omastar
?g   Kabuto
?h   Kabutops
?i   Aerodactyl
?j   Snorlax
?k   Articuno
?l   Zapdos
?m   Moltres
?n   Dratini
?o   Dragonair
?p   Dragonite
?q   Mewtwo
?r   Mew
?s   Chikorita
?t   Bayleef
?u   Meganium
?v   Cyndaquil
?w   Quilava
?x   Typhlosion
?y   Totodile
?z   Croconaw
9b   Feraligatr
9c   Sentret
9d   Furret
9e   Hoothoot
9f   Noctowl
9g   Ledyba
9h   Ledian
9i   Spinarak
9j   Ariados
9k   Crobat
9l   Chinchou
9m   Lanturn
9n   Pichu
9o   Cleffa
9p   Igglybuff
9q   Togepi
9r   Togetic
9s   Natu
9t   Xatu
9u   Mareep
9v   Flaaffy
9w   Ampharos
9x   Bellossom
9y   Marill
9z   Azumarill
'r?   Sudowoodo
's?   Politoed
't?   Hoppip
'v?   Skiploom
'v!   Jumpluff
'v.   Aipom
'v&   Sunkern
'vé   Sunflora
'm$   Yanma
PkPk   Wooper
PkMn   Quagsire
MnMn   Espeon
Mn-   Umbreon
--   Murkrow
Pk?   Slowking
Mn?   Misdreavus
-?   Unown
-!   Wobbuffet
Mn&   Girafarig
??   Pineco
?!   Forretress
!!   Dunsparce
!.   Gligar
..   Steelix
.&   Snubbull
&&   Granbull
Mn×   Qwilfish
Pk/   Scizor
Pk,   Shuckle
Pk♀   Heracross
Pk0   Sneasel
Mn0   Teddiursa
?/   Ursaring
?,   Slugma
?♀   Magcargo
?0   Swinub
!0   Piloswine
.0   Corsola
.1   Remoraid
.2   Octillery
.3   Delibird
.4   Mantine
.5   Skarmory
.6   Houndour
.7   Houndoom
.8   Kingdra
.9   Phanpy
♂3   Donphan
♂4   Porygon2
♂5   Stantler
♂6   Smeargle
00   Tyrogue
01   Hitmontop
11   Smoochum
12   Elekid
22   Magby
23   Miltank
33   Blissey
34   Raikou
44   Entei
45   Suicune
55   Larvitar
56   Pupitar
66   Tyranitar
67   Lugia
77   Ho-oh
78   Celebi
88   ????? (n°252)
89   Egg
99   ????? (n°254)
 A   ????? (n°255) (Be careful, there's a space before A)

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow: !.33♂5

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow: !.3401

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow: !.44..

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow: !.45-?

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow:  A?e22 (Be careful, there's a space before A)

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow:  A?f!. (Be careful, there's a space before A)

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case).

Rename Box 1 (using Wrong Pocket TM ACE) or Box 9 (using Coin Case ACE) as follow:  A?dPkMn (Be careful, there's a space before A ; Also, Pk and Mn are available symbols, not "P followed by k")

Use TM17 from the Wrong Pocket (or follow step 4 to 8 in chapter II if you use Coin Case) while making sure the 'Slide Pokémon' and Quagsire with RETURN and TM09 are placed in the right spots (1 and 2 for TM ACE, 3 and 4 for Coin Case). The wanted Pokémon can now be found in the wild with a 100% encounter rate.
12
Somehow, after 9 hours of eating asm, I did it. Many thanks to coffee and spotify!

This is the french translation to Couldntthinkofaname's code to get any Pokémon in the wild.
EDIT : It took me 5 codes to tame the beast. Maybe it can be done with 4 codes only, but I would be surprised if it can be done with 3.

_ means space
(ID) has to be replaced with the corresponding Pokémon

CODE 1
Ap0Bu'U__
é/2p0Bu'r
é,2é02p_
0Bu'péJ9p
0(male)éK9p02
éL9p0(ID)éA
pA

Commented ASM:
Code: [Select]
WRAM1:D8C0 AF XOR A \\ A=00 : C=0
WRAM1:D8C1 F6 81 OR $81 \\ A=81
WRAM1:D8C3 DE 94 SBC $94 \\ A=ED : C=1
WRAM1:D9C5 7F LD A,A
WRAM1:D9C6 7F LD A,A
WRAM1:D9C7 50 LD D,B

WRAM1:D8C8 EA F3 F8 LD $F8F3,A \\ $(F8F3)=ED
WRAM1:D8CB AF XOR A \\ A=00 : C=0
WRAM1:D8CC F6 81 OR $81 \\ A=81
WRAM1:D8CE DE B1 SBC $B1 \\ A=D0 : C=1
WRAM1:D8D0 50 LD D,B

WRAM1:D8D1 EA F4 F8 LD $F8F4,A \\ $(F8F4)=D0
WRAM1:D8D4 EA F6 F8 LD $F8F6,A \\ $(F8F6)=D0
WRAM1:D8D7 AF XOR A \\ A=00 : C=0
WRAM1:D9D8 7F LD A,A
WRAM1:D8D9 50 LD D,B

WRAM1:D8DA F6 81 OR $81 \\ A=81
WRAM1:D8EC DE AF SBC $AF \\ A=D2 : C=1
WRAM1:D8DE EA 89 FF LD $FF89,A \\ $(FF89)=D2
WRAM1:D8E1 AF XOR A \\ A=00 : C=0
WRAM1:D8E2 50 LD D,B

WRAM1:D8E3 F6 EF OR $EF \\ A=EF
WRAM1:D8E5 EA 8A FF LD $FF8A,A \\ $(FF8A)=EF
WRAM1:D8E8 AF XOR A \\ A=00 : C=0
WRAM1:D8E9 F6 F8 OR $F8 \\ A=F8
WRAM1:D8EB 50 LD D,B

WRAM1:D8EC EA 8B FF LD $FF8B,A \\ $(FF8B)=F8
WRAM1:D8EF AF XOR A \\ A=00 : C=0
WRAM1:D8F0 F6 XX OR $XX \\ A=XX
WRAM1:D8F2 EA 80 50 LD $D0ED,A \\ $(D0ED)=XX

WRAM1:D8F5 AF XOR A \\ A=00 : C=0
WRAM1:D8F6 80 RET NC

CODE 2
Ap0Bu'U__
é02p0Bu'r
é12é32p_
0Bu'péJ9p
0(male)éK9p02
éL9p0(ID)u'_
éAApA

Commented ASM:
Code: [Select]
WRAM1:D8C0 AF XOR A  \\ A=00 : C=0
WRAM1:D8C1 F6 81 OR $81 \\ A=81
WRAM1:D8C3 DE 94 SBC $94 \\ A=ED : C=1
WRAM1:D9C5 7F LD A,A
WRAM1:D9C6 7F LD A,A
WRAM1:D9C7 50 LD D,B

WRAM1:D8C8 EA F6 F8 LD $F8F3,A \\ $(F8F3)=ED
WRAM1:D8CB AF XOR A \\ A=00 : C=0
WRAM1:D8CC F6 81 OR $81 \\ A=81
WRAM1:D8CE DE B1 SBC $B1 \\ A=D0 : C=1
WRAM1:D8D0 50 LD D,B

WRAM1:D8D1 EA F7 F8 LD $F8F4,A \\ $(F8F4)=D0
WRAM1:D8D4 EA F9 F8 LD $F8F6,A \\ $(F8F6)=D0
WRAM1:D8D7 AF XOR A \\ A=00 : C=0
WRAM1:D9D8 7F LD A,A
WRAM1:D8D9 50 LD D,B

WRAM1:D8DA F6 81 OR $81 \\ A=81
WRAM1:D8EC DE AF SBC $AF \\ A=D2 : C=1
WRAM1:D8DE EA 89 FF LD $FF89,A \\ $(FF89)=D2
WRAM1:D8E1 AF XOR A \\ A=00 : C=0
WRAM1:D8E2 50 LD D,B

WRAM1:D8E3 F6 EF OR $EF \\ A=EF
WRAM1:D8E5 EA 8A FF LD $FF8A,A \\ $(FF8A)=EF
WRAM1:D8E8 AF XOR A \\ A=00 : C=0
WRAM1:D8E9 F6 F8 OR $F8 \\ A=F8
WRAM1:D8EB 50 LD D,B

WRAM1:D8EC EA 8B FF LD $FF8B,A \\ $(FF8B)=F8
WRAM1:D8EF AF XOR A \\ A=00 : C=0
WRAM1:D8F0 F6 XX OR $XX \\ A=XX
WRAM1:D8F2 DE 7F SBC $7F \\ A=XX-7F
WRAM1:D8F4 50 LD D,B

WRAM1:D8F5 EA 80 80 LD $D0ED,A  $(D0ED)=XX ; victoire !
WRAM1:D8F8 AF XOR A \\ A=00 : C=0
WRAM1:D8F9 80 RET NC

CODE 3:
Ap0Bu'U__
é02p0Bu'r
é12é32p_
0Bu'péJ9p
0(male)éK9p02
éL9p0zu'(ID)
éAApA

Commented ASM:
Code: [Select]
WRAM1:D8C0 AF XOR A \\ A=00 : C=0
WRAM1:D8C1 F6 81 OR $81 \\ A=81
WRAM1:D8C3 DE 94 SBC $94 \\ A=ED : C=1
WRAM1:D9C5 7F LD A,A
WRAM1:D9C6 7F LD A,A
WRAM1:D9C7 50 LD D,B

WRAM1:D8C8 EA F6 F8 LD $F8F3,A \\ $(F8F3)=ED
WRAM1:D8CB AF XOR A \\ A=00 : C=0
WRAM1:D8CC F6 81 OR $81 \\ A=81
WRAM1:D8CE DE B1 SBC $B1 \\ A=D0 : C=1
WRAM1:D8D0 50 LD D,B

WRAM1:D8D1 EA F7 F8 LD $F8F4,A \\ $(F8F4)=D0
WRAM1:D8D4 EA F9 F8 LD $F8F6,A \\ $(F8F6)=D0
WRAM1:D8D7 AF XOR A \\ A=00 : C=0
WRAM1:D9D8 7F LD A,A
WRAM1:D8D9 50 LD D,B

WRAM1:D8DA F6 81 OR $81 \\ A=81
WRAM1:D8EC DE AF SBC $AF \\ A=D2 : C=1
WRAM1:D8DE EA 89 FF LD $FF89,A \\ $(FF89)=D2
WRAM1:D8E1 AF XOR A \\ A=00 : C=0
WRAM1:D8E2 50 LD D,B

WRAM1:D8E3 F6 EF OR $EF \\ A=EF
WRAM1:D8E5 EA 8A FF LD $FF8A,A \\ $(FF8A)=EF
WRAM1:D8E8 AF XOR A \\ A=00 : C=0
WRAM1:D8E9 F6 F8 OR $F8 \\ A=F8
WRAM1:D8EB 50 LD D,B

WRAM1:D8EC EA 8B FF LD $FF8B,A =\\ $(FF8B)=F8
WRAM1:D8EF AF XOR A \\ A=00 : C=0
WRAM1:D8F0 F6 B9 OR $B9 \\ A=B9
WRAM1:D8F2 DE XX SBC $XX \\ A=B9-XX
WRAM1:D8F4 50 LD D,B

WRAM1:D8F5 EA 80 80 LD $D0ED,A \\ $(D0ED)=XX ; victoire !
WRAM1:D8F8 AF XOR A \\ A=00 : C=0
WRAM1:D8F9 80 RET NC

CODE 4:
Ap0Bu'U__
é02p0Bu'r
é12é32p_
0Bu'péJ9p
0(male)éK9p02
éL9p0Au'(ID)
éAApA

Commented ASM:
Code: [Select]
WRAM1:D8C0 AF XOR A \\ A=00 : C=0
WRAM1:D8C1 F6 81 OR $81 \\ A=81
WRAM1:D8C3 DE 94 SBC $94 \\ A=ED : C=1
WRAM1:D9C5 7F LD A,A
WRAM1:D9C6 7F LD A,A
WRAM1:D9C7 50 LD D,B

WRAM1:D8C8 EA F6 F8 LD $F8F3,A \\ $(F8F3)=ED
WRAM1:D8CB AF XOR A \\ A=00 : C=0
WRAM1:D8CC F6 81 OR $81 \\ A=81
WRAM1:D8CE DE B1 SBC $B1 \\ A=D0 : C=1
WRAM1:D8D0 50 LD D,B

WRAM1:D8D1 EA F7 F8 LD $F8F4,A \\ $(F8F4)=D0
WRAM1:D8D4 EA F9 F8 LD $F8F6,A \\ $(F8F6)=D0
WRAM1:D8D7 AF XOR A \\ A=00 : C=0
WRAM1:D9D8 7F LD A,A
WRAM1:D8D9 50 LD D,B

WRAM1:D8DA F6 81 OR $81 \\ A=81
WRAM1:D8EC DE AF SBC $AF \\ A=D2 : C=1
WRAM1:D8DE EA 89 FF LD $FF89,A \\ $(FF89)=D2
WRAM1:D8E1 AF XOR A \\ A=00 : C=0
WRAM1:D8E2 50 LD D,B

WRAM1:D8E3 F6 EF OR $EF \\ A=EF
WRAM1:D8E5 EA 8A FF LD $FF8A,A \\ $(FF8A)=EF
WRAM1:D8E8 AF XOR A \\ A=00 : C=0
WRAM1:D8E9 F6 F8 OR $F8 \\ A=F8
WRAM1:D8EB 50 LD D,B

WRAM1:D8EC EA 8B FF LD $FF8B,A \\ $(FF8B)=F8
WRAM1:D8EF AF XOR A \\ A=00 : C=0
WRAM1:D8F0 F6 80 OR $80 \\ A=80
WRAM1:D8F2 DE XX SBC $XX \\ A=80-XX
WRAM1:D8F4 50 LD D,B

WRAM1:D8F5 EA 80 80 LD $D0ED,A => $(D0ED)=XX ; victoire !
WRAM1:D8F8 AF XOR A \\ A=00 : C=0
WRAM1:D8F9 80 RET NC

CODE 5:
Ap0Bu'U__
é02p0Bu'r
é12é32p_
0Bu'péJ9p
0(male)éK9p02
éL9p0(male)u'(ID)
éAApA

Commented ASM:
Code: [Select]
WRAM1:D8C0 AF XOR A \\ A=00 : C=0
WRAM1:D8C1 F6 81 OR $81 \\ A=81
WRAM1:D8C3 DE 94 SBC $94 \\ A=ED : C=1
WRAM1:D9C5 7F LD A,A
WRAM1:D9C6 7F LD A,A
WRAM1:D9C7 50 LD D,B

WRAM1:D8C8 EA F6 F8 LD $F8F3,A \\ $(F8F3)=ED
WRAM1:D8CB AF XOR A \\ A=00 : C=0
WRAM1:D8CC F6 81 OR $81 \\ A=81
WRAM1:D8CE DE B1 SBC $B1 \\ A=D0 : C=1
WRAM1:D8D0 50 LD D,B

WRAM1:D8D1 EA F7 F8 LD $F8F4,A \\ $(F8F4)=D0
WRAM1:D8D4 EA F9 F8 LD $F8F6,A \\ $(F8F6)=D0
WRAM1:D8D7 AF XOR A \\ A=00 : C=0
WRAM1:D9D8 7F LD A,A
WRAM1:D8D9 50 LD D,B

WRAM1:D8DA F6 81 OR $81 \\ A=81
WRAM1:D8EC DE AF SBC $AF \\ A=D2 : C=1
WRAM1:D8DE EA 89 FF LD $FF89,A \\ $(FF89)=D2
WRAM1:D8E1 AF XOR A \\ A=00 : C=0
WRAM1:D8E2 50 LD D,B

WRAM1:D8E3 F6 EF OR $EF \\ A=EF
WRAM1:D8E5 EA 8A FF LD $FF8A,A \\ $(FF8A)=EF
WRAM1:D8E8 AF XOR A \\ A=00 : C=0
WRAM1:D8E9 F6 F8 OR $F8 => A=F8
WRAM1:D8EB 50 LD D,B

WRAM1:D8EC EA 8B FF LD $FF8B,A \\ $(FF8B)=F8
WRAM1:D8EF AF XOR A \\ A=00 : C=0
WRAM1:D8F0 F6 EF OR $EF \\ A=EF
WRAM1:D8F2 DE XX SBC $XX \\ A=EF-XX
WRAM1:D8F4 50 LD D,B

WRAM1:D8F5 EA 80 80 LD $D0ED,A => $(D0ED)=XX ; victoire !
WRAM1:D8F8 AF XOR A => A=00 : C=0
WRAM1:D8F9 80 RET NC

Here is the table of the Pokémon you can get per table. For codes 3 to 5 I only wrote the Pokémon that are not in the previous columns :
https://pastebin.com/W9Pe82uG
13
Thanks for the answer, I realized there was some mistakes, but the good code has the issue too. I correct everything, retest, then if I still have trouble I'll post again  :P

EDIT: I localized the issue and don't have it anymore, but still have trouble translating for some opcodes. At least now I get it, and it may be possible to finish it...
14
Hello folks,

I've been working on day to attempt translating this code from Couldntthinkofaname that allows to get any Pokémon in the wild:
http://forums.glitchcity.info/index.php?topic=6716.msg207555#msg207555 so it becomes compatible with french games (no characters from $D0 to $D6, but $D8 to $DE are available).

From what I understood of the code, I thought this could have done the job:

Code: [Select]
WRAM1:D8C0 AF XOR A => A=00 : C=0
WRAM1:D8C1 F6 81 OR $81 => A=81
WRAM1:D8C3 DE AF SBC $AF => A=D2
WRAM1:D9C5 7F LD A,A
WRAM1:D9C6 7F LD A,A
WRAM1:D9C7 50 LD D,B

WRAM1:D8C8 AF XOR A => A=00 : C=0
WRAM1:D8C9 F6 81 OR $81 => A=81
WRAM1:D8CB DE 94 SBC $94 => A=ED
WRAM1:D8CD EA EF F8 LD $F8EF,A => $(F8EF)=ED
WRAM1:D8D0 50 LD D,B

WRAM1:D8D1 EA 89 FF LD $FF89,A => $(FF89)=D2
WRAM1:D8D4 AF XOR A => A=00 : C=0
WRAM1:D8D5 F6 F5 OR $F5 => A=F5
WRAM1:D8D7 7F LD A,A
WRAM1:D8D8 7F LD A,A
WRAM1:D8D9 50 LD D,B

WRAM1:D8DA EA 8A FF LD $FF8A,A => $(FF8A)=F5
WRAM1:D8DD AF XOR A => A=00 : C=0
WRAM1:D8DE 7F LD A,A
WRAM1:D8DF F6 F8 OR $F8 => A=F8
WRAM1:D8E1 7F LD A,A
WRAM1:D8E2 50 LD D,B

WRAM1:D8E3 EA 8B FF LD $FF8B,A => $(FF8B)=F8
WRAM1:D8E6 AF XOR A => A=00 : C=0
WRAM1:D8E7 F6 XX OR $XX => A=XX
WRAM1:D8E9 7F LD A,A
WRAM1:D8EA 7F LD A,A
WRAM1:D8EB 50 LD D,B

WRAM1:D8EC 7F LD A,A
WRAM1:D8ED 7F LD A,A
WRAM1:D8EE EA (whatever) D0 LD $D0ED,A => $(D0ED)=XX
WRAM1:D8F1 AF XOR A => A=00 : C=0
WRAM1:D8F2 F6 D8 OR $D8 => A=D8
WRAM1:D8F4 50 LD D,B

WRAM1:D8F5 DE 7F SBC $7F => A=59
WRAM1:D8F7 DE 89 SBC $89 => A=D0
WRAM1:D8F9 EA FE F8 LD $F8FE,A => $(F8FE)=D0
WRAM1:D8FC AF XOR A => A=00 : C=0
WRAM1:D8FD 50 LD D,B

WRAM1:D8FE (whatever) RET NC

Surprisingly to me (hopefully not to you) even before I try to use the Wrong Pocket TM, at the very moment I finish writing the last box name ($D8F5 to $D8FD) the game freezes, so I can't use my code. Do you know why? Thanks to anyone who can help!
15
Hello folks,

I've been working on day to attempt translating this code from Couldntthinkofaname that allows to get any Pokémon in the wild:
http://forums.glitchcity.info/index.php?topic=6716.msg207555#msg207555 so it becomes compatible with french games (no characters from $D0 to $D6, but $D8 to $DE are available).

From what I understood of the code, I thought this could have done the job:

Code: [Select]
WRAM1:D8C0 AF XOR A => A=00 : C=0
WRAM1:D8C1 F6 81 OR $81 => A=81
WRAM1:D8C3 DE AF SBC $AF => A=D2
WRAM1:D9C5 7F LD A,A
WRAM1:D9C6 7F LD A,A
WRAM1:D9C7 50 LD D,B

WRAM1:D8C8 AF XOR A => A=00 : C=0
WRAM1:D8C9 F6 81 OR $81 => A=81
WRAM1:D8CB DE 94 SBC $94 => A=ED
WRAM1:D8CD EA EF F8 LD $F8EF,A => $(F8EF)=ED
WRAM1:D8D0 50 LD D,B

WRAM1:D8D1 EA 89 FF LD $FF89,A => $(FF89)=D2
WRAM1:D8D4 AF XOR A => A=00 : C=0
WRAM1:D8D5 F6 F5 OR $F5 => A=F5
WRAM1:D8D7 7F LD A,A
WRAM1:D8D8 7F LD A,A
WRAM1:D8D9 50 LD D,B

WRAM1:D8DA EA 8A FF LD $FF8A,A => $(FF8A)=F5
WRAM1:D8DD AF XOR A => A=00 : C=0
WRAM1:D8DE 7F LD A,A
WRAM1:D8DF F6 F8 OR $F8 => A=F8
WRAM1:D8E1 7F LD A,A
WRAM1:D8E2 50 LD D,B

WRAM1:D8E3 EA 8B FF LD $FF8B,A => $(FF8B)=F8
WRAM1:D8E6 AF XOR A => A=00 : C=0
WRAM1:D8E7 F6 XX OR $XX => A=XX
WRAM1:D8E9 7F LD A,A
WRAM1:D8EA 7F LD A,A
WRAM1:D8EB 50 LD D,B

WRAM1:D8EC 7F LD A,A
WRAM1:D8ED 7F LD A,A
WRAM1:D8EE EA (whatever) D0 LD $D0ED,A => $(D0ED)=XX
WRAM1:D8F1 AF XOR A => A=00 : C=0
WRAM1:D8F2 F6 D8 OR $D8 => A=D8
WRAM1:D8F4 50 LD D,B

WRAM1:D8F5 DE 7F SBC $7F => A=59
WRAM1:D8F7 DE 89 SBC $89 => A=D0
WRAM1:D8F9 EA FE F8 LD $F8FE,A => $(F8FE)=D0
WRAM1:D8FC AF XOR A => A=00 : C=0
WRAM1:D8FD 50 LD D,B

WRAM1:D8FE (whatever) RET NC

Surprisingly to me (hopefully not to you) even before I try to use the Wrong Pocket TM, at the very moment I finish writing the last box name ($D8F5 to $D8FD) the game freezes, so I can't use my code. Do you know why? Thanks to anyone who can help!
Pages: [1] 2 3 ... 41