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Recent Posts

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11
In theory you can change it if you deposit a Pokémon in the box, followed by Q, followed by the Pokémon you want, followed by the Pokémon with the colour you want, then withdraw the first Pokémon to apply the effects on Pokémon 3.

What slot was that Dragonite in? If you know the exact slot I can look into what controls its colour for you. Its possible there's something about that Dragonite's species byte 2 being easy to change. A lot of data beyond slot 6 actually isn't Pokémon data at all, hence why it could change so easily.
12
Generation I Glitch Discussion / Re: Pokemon Yellow "Save Abuse" Glitch
« Last post by Bert on Yesterday at 03:29:21 pm »
YOU... YOU...
... UNSTABLE HYBRID !!!!

Sorry, that was mean. How's it going ?

Say that to my face fucker not online and see what happens.

I also have a Dragonite whose back sprite used to change colors, but now it doesn't. Is there any way to get it to do so again?
13
luckytyphlosion told me about a temporary mail buffer and after poking I found it to be at $ceed (same for english and german, probably other european version as well).

It is reset after reloading and contains the data from the mail last written or read (maybe also on transfer to PC, forgot to test this one).
For most shorter codes this is probably the preferred way to write text-based code. You only have to account for a 4e character after the first line (16 bytes) of text.
This also allows to store a few different codes and circle them without constant rewriting.

To execute you would either have to teach your Quagsire False Swipe as a first move (can't learn naturally) and give it a TM45 or use this box item code:
Code: [Select]
Any x Any
Any x 195
TM45 x 206
For english version (possibly others) there also exists this box name code:
Code: [Select]
1) A p 0 z'v 1 5 5 XOR A; OR b9; SUB f7; EI; EI; LD D, B | A->ce
2) é'r 2'vPk é'm 2 LD [d3f8], A; SUB e1; LD [d2f8], A; LD D, B | A->ed
3)'m ^ ^ JP NC, {edce}


Also to note about my previous code:
I swapped registers for some reason, so it still was execution in SRAM. Direct execution after copying might be possible after all.
Will add results once I've tested this with corrected registers.

Edit:
Using the right registers direct execution works. I'll edit my original post.
14
Congratulations on making your own code! It's a very nice one  ;D
15
Multimedia Discussion / Re: What song are you listening to right now?
« Last post by Princess Torchic ❤ on December 10, 2017, 09:06:29 am »
A neat medley based on Super Mario Bros. 3. :)
https://www.youtube.com/watch?v=ECkW--t3ewc
16
General Discussion / Re: This place feels dead
« Last post by Mefista on December 09, 2017, 11:15:55 pm »
*war flashbacks to the guy asking me "Who doesn't have 3DS these days?" on the diffirent forum*

It's probably nice, to be able to just go and "get" a fancy pricey thing...
17
General Discussion / Re: This place feels dead
« Last post by ISSOtm on December 09, 2017, 09:12:07 pm »
You should get a new computer, then. XP has been EOL'd for long, you shouldn't stay with it.
(imo)
18
Btw, you may want to use a relative jump "jr" instead of a direct jump "jp"
19
Your issue likely lies with "jp z,$DE2B", which executes unrelated data at $DE2B

But $DE2B is the location of... oh... wait... oops. I ment $D32B which is the location of the quantity of the 7th item, also the meant to write inc hl instead of dec hl. And with those corrections, the script actually works.

The code is as follows
Code: [Select]
ld c,XX -- Store XX in B. Where XX is the amount you want to increment the Levels in the encounter table by.
ld h,0xD8
ld l,0x88 -- Store 0xD888 in HL
ld e,0x06 -- Loop Counter
inc d -- Shift next operation to use item count
-- Loop Start
ld a,(hld) -- Load current encounter level into a, and decrease HL
inc h -- Shift next operation ot use item count
inc l   -- Set HL back to proper value
dec h   -- Shift next operation to use item count
ADD A,c -- Add XX to Level
ldi (hl),a -- Store new level in table, increment to 0xD889
inc e      -- Increment loop counter
inc a     -- Shift next operation to use item count
inc hl     -- Increment HL to 0xD88A
bit 5,e     -- Check if loop is over
JP Z,0xD32B -- If not over, jump to start of loop
ret         -- Return

The item set up for that is
Code: [Select]
Any Item xAny
8F
Awakening xLEVEL
Carbos x216
X Accuracy x136
Repel x6
Potion x58
Protein x44
Iron x129
Water Stone x28
Fresh Water x35
TM03 x107
TM02 x43
TM11 x201

Where the number of Awakenings is the number you want to increase the encounter tables Level by.
20
Your issue likely lies with "jp z,$DE2B", which executes unrelated data at $DE2B
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