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Messages - 0ErrorYT

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1
Aw jeez, that's some s**t stats for level 100.

Did you give it that moveset or was it just like that?
I pulled the first save I could find, and changed a Latios to 1006
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Arbitrary Code Execution Discussion / Re: 8F script request
« on: February 13, 2018, 05:44:40 pm »
No problem! Thanks for helping me
3
Arbitrary Code Execution Discussion / Re: 8F script request
« on: February 13, 2018, 04:12:48 pm »
I figured out what went wrong, in the post you said 77 thunder stones in the bag, but in the save you gave me its 57.
I made the video (but won't upload it till April fools), however if you guys want to see it I can make it unlisted
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Arbitrary Code Execution Discussion / Re: 8F script request
« on: February 13, 2018, 12:29:10 pm »
I have no idea what I did wrong, but i think I will wait till April fools to upload the video and thanks for helping me
5
Arbitrary Code Execution Discussion / Re: 8F script request
« on: February 13, 2018, 11:02:34 am »
It's doing the same thing, can you send a save file with the code set up so I can see what I'm doing wrong? I am on Pokemon red and emulator is Bgb
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Arbitrary Code Execution Discussion / Re: 8F script request
« on: February 13, 2018, 09:20:38 am »
That code seems to just turn your Sprite invisible, but no matter how much I walked, I didn't encounter any Pokemon. I know I got the items right, can you help?
7
The Dumpster Out Back / Re: 8F script request
« on: February 13, 2018, 09:12:16 am »
After re-reading your first post, I now understand what you wanted out of this. Sorry!

What you want is a little bit more complicated, as we need to return control to the game. Thankfully, with OAM DMA hijacking, this problem can be resolved, granted with a few extra steps.

First, you'll need to setup you're store PC items like so:

TM50 x59 (hex:3B)
TM09 x61 (hex:3D)
Leaf Stone x13 (hex:0D)
Repel x(# of steps)
Elixer x185 (hex:B9)
Fire Stone x4 (hex:04)
Lemonade x(Pokemon Index)
TM34 x89 (hex:59)
TM08 x62 (hex:3E)
Thunderstone x4 (hex:04)
Awakening x70 (hex:46)
HM03 x162 (hex:A2)
TM01 x[Any qty]

Then, setup an 8f script like so

8f
Any xany
Thunderstone x77 (hex:4D)
TM11 x4 (hex:04)
Awakening x255 (hex:FF)
Repel x128 (hex:80)
Max Ether x14 (hex:0E)
Poké Ball x42 (hex:2A)
Hyper Potion x19 (hex:13)
Ice Heal x32 (hex:20)
TM49 x201 (hex:C9)
TM05 x59 (hex:3B)
TM13 x226 (hex:E2)

Then, use 8f. After walking a certain amount of steps, you should encounter your Pokemon!
I set up all the items and the bootstrap Pokemon, but all it seems to do is turn the Sprite invisible. I checked both ingame and with a save editor, and the items are exactly correct. Am I doing something wrong?
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Arbitrary Code Execution Discussion / Re: 8F script request
« on: February 12, 2018, 08:13:54 pm »
I'm not sure what ISSO is talking about, ofc you can use wStepCounter to encounter a Pokemon

8f
Any xany
TM50 x59 (hex:3B)
TM09 x61 (hex:3D)
Leaf Stone x38 (hex:26)
TM08 x4 (hex:04)
X Accuracy x89 (hex:59)
Elixer x119 (hex:77)
TM01 x[Any qty]

To use:

1.Enter/exit a building or room
2. Take steps that are equivalent to the hex identifier of the desired Pokemon. (e.g Mew would be 21 steps)
3. Use 8f
4. Dance
It works, however I want to do an early April fools joke where I walk into the grass outside Pallet Town (hence the disabling map connections) then walk around in it and encounter legendary Pokemon and using 8F is too obvious. I should of said that before, but it's a cool script, so thanks.
9
Arbitrary Code Execution Discussion / 8F script request
« on: February 12, 2018, 03:39:41 pm »
I am looking for an 8F script that will allow me to encounter a Pokemon after x amount of steps. I've just started 8F and don't know much about code in general so help would be appreciated. I figure you have to load something into D059 but i don't have a clue on how to do the rest. Also one that disables map connections would be nice. Thanks in advance
10
0ErrorYT, why did you quote this without adding anything?

If you accidentally posted this, you can delete it using the Remove button at the top right.
I'm sorry, I typed text but it didn't show, what I meant to say to RETIRE is I think that will be really interesting to see.
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Generation V Glitch Discussion / Re: Transferring data from Gen 2 to Gen 5?
« on: February 06, 2018, 07:21:55 pm »
Sorry for necrobumping, but I think this is very interesting. The data structure is definitely different, but if we can get gen 5 to accept the data as Pokemon data, it might cause weird glitches which I think would be really cool.
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Hiya!

As of late, there is no known way of obtaining these glitch Pokémon without using unconventional means such as an AR. If there was, there's still a chance Poké transfer would refuse the transfer.
I look forward to the video

Love how careful you're being, with Arceus being caught and such...

OP is referring to generation 4 glitch pokemon with equivalent indexes to generation 5 mythicals.

And yes, I am careful in the way I worded that sentence. Maybe one day, such an exploit will be found. I am simply saying that aforementioned time is not here.

you just gave me an idea with this.. I found a way to have no pokemon in gen 4, I'll try trading nothing to gen 5 :)
13
Thanks for sharing, though this is already known.

Sally shared this with me on August 30th 2018

https://www.youtube.com/watch?v=lxkQ7QdfdqM

Quote from: Sally
Hey Chickasaurus! I have recently come across an oversight in Pokémon Gold that I wanted to share with you.

When the player saves the game through the start menu, changing boxes, Move Pokémon w/o Mail, or link communications, a new save will be initialized if a previous save does not exist, or if one does exist and the trainer ID is different. Initializing a save includes erasing Pokémon box data and placing a terminator ($FF) at the start of each box's list of Pokémon.

There is another way to save the game: by entering the Hall of Fame. The save operations performed there do not check to do initialization if needed, leaving Pokémon box data as is, but still otherwise saves the game which meets the criteria for "initialized". The player will then have access to the existing Pokémon box data since the other operations will no longer erase it.

Here are three ways to exploit this oversight:

1) Pokémon $00

The player can fill cartridge RAM with $00 bytes by pressing up+select+B on the title screen to clear save data. (This is important to do even if no "continue" option is present on the file select screen due to random data possibly existing in cartridge RAM.) After entering the Hall of Fame without saving beforehand, the player will have Pokémon boxes of entirely $00 bytes, notably missing the $FF byte initialization is supposed to place in the Pokémon list.

Inserting a Pokémon into a box using Move Pokémon w/o Mail will shift the Pokémon list by 1 until it reaches an $FF byte. Here an $FF byte doesn't exist until the end of the Hall of Fame data which is just after Pokémon box data, shifting the entire box by 1 before writing the Pokémon data.

Upon inserting a second Pokémon into an uninitialized box, the first Pokémon that was inserted will have a $00 byte shifted into species. It can be withdrawn from the PC then deposited to and withdrawn from the Pokémon Day Care to update its entry in the Pokémon list to $00 as well. A $00 byte in the Pokémon list leads to glitches such as the Celebi trick.

2) Duplicate key items

The above Pokémon $00 setup with a Togepi as the first Pokémon inserted into the box will have a SquirtBottle shifted onto its held item. A held key item leads to glitches such as the expanded items pack. If the player entered the Hall of Fame without using glitches or cheats, both a Togepi (egg) and SquirtBottle will be available for this setup.

3) Previous Pokémon

Clearing save data is only required when no terminator is desired and can be skipped to instead allow the player to access Pokémon box data from the existing save. This can be done to obtain multiple exclusive Pokémon such as starter Pokémon or to reunite with the player's team from the previous playthrough, but still requires the Hall of Fame to be entered without saving since a new game was selected.

Some notes:

All of my testing was done on the English version of Pokémon Gold. Everything should work on the English version of Pokémon Silver, I do not know if anything will work on other language releases, and everything does not work in the English version of Pokémon Crystal. Pokémon Crystal added code to the Hall of Fame save that initializes the save data if it was not previously erased.

For quick testing, the memory addresses $D9F6 and $D9F7 represent the backup map group and number, which are used for the return location of generic maps. Going to the second floor of a Pokémon Center and editing the values to $10 and $08 respectively will cause returning to the first floor to instead take you to the Hall of Fame.

I really love natural glitches like this (just enter the Hall of Fame without saving!) so let me know if you have any questions.

Thanks! ~Sally

But it's interesting this email was also sent on August last year.
This makes me unsure whether Sally found it or forgot to attribute gifvex, or by coincidence they both found it.
August 2018? Also this seems cool
14
If so, it would be cool to trade glitch Pokemon and glitch move Pokemon from gen 1 to gen 2. I don't care if it's ACE or memory editing or patching the ROM, I just think it would be cool
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Generation I Glitch Discussion / Re: Fake Glitches?
« on: January 18, 2018, 10:21:35 pm »
Lavender town syndrome.

One of the worst fanfics/creepypastas I've ever read.

There are also plenty of different "glitches/tricks" to get into the grass field beside Pallet Town and capture all the totally real Pokegods therein.
Yeah. It totally doesn't cause a warp to map FF and crash the game. Everyone break out your gamesharks!
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