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Author Topic: Arbitrary code execution in Gold/Silver UE using the Coin Case  (Read 34971 times)

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asphere

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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #45 on: July 01, 2017, 09:04:55 am »
You're in the wrong topic for this, the Coin Case glitch doesn't work in European localizations of Gold/Silver. There are other methods to obtain ACE, but they are more complicated.
(I will continue replying in the "G/S/C glitch discussion")


(Also the post you quoted has no relation whatsoever to what you asked. Quoting a post should be done when you refer to it, please.)
ok sorry i wrong section and mention xD

forsyz

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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #46 on: August 11, 2017, 05:21:06 am »
has any one tried coin case ace on the gold sliver vc injects because i've heard coincase ace does not work on vba or the gb tower because of inaccurate emulation this may cause it not to work on gold sliver vc

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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #47 on: August 11, 2017, 06:06:25 am »
has any one tried coin case ace on the gold sliver vc injects because i've heard coincase ace does not work on vba or the gb tower because of inaccurate emulation this may cause it not to work on gold sliver vc

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forsyz

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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #48 on: August 11, 2017, 07:16:14 pm »
you can inject them into the vc if you have cfw and they just reuse the same emulator for all the games they changed a few things with the gen 1 vc emulator but it emulates just like the older one. edit tried it on the vc emulator and it does work so coin case stuff should work on the vc versions of gs as long as the terminator is not changed
« Last Edit: August 12, 2017, 08:22:27 am by forsyz »

forsyz

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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #49 on: August 12, 2017, 10:28:51 pm »
Item cloning is possible with Pokemon cloning. Now we need to find a way to do item mutation.

I've been playing around with this glitch for a while now and recently found a way to produce any item.  The process is almost the same as what TheZZAZZGlitch laid out in his video where he explained how to get Celebi. 

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

Basically, you place 43 Fresh Water in your PC instead of 42, and you'll jump to the item of the first Pokemon in your party instead of the ID number.  Given the normal set up that would yield HM09 I think which can be sold for about 19000 Pokebucks...

This happens because the stack of 4 Great balls increases the index number of the item where TheZZAZZGlitch placed HM07 in the video, so you don't just get back the same item that you put in the PC.  Also, using only 2 Great Balls increases the index number by 1 and using multiple stacks of Great Balls will increase the index number in the same manner.

This can be helpful for getting stray items by finding base items that have an index number before theirs as you can swap out HM07 with other base items to mutate.  This way you don't even lose the item you were initially working with.

I don't know much assembly, but I know enough to understand the concepts behind how the glitch works.  Given that 42 Fresh Water correspond to changing the ID number of the first Pokemon in your party, subsequently adding Fresh Water with move you one byte further into the Pokemon's data allowing you to overwrite things like moves by having 44 to 47 Fresh Waters or EXP by having 50 to 52. 

There's a simple list of the data structure here:
http://bulbapedia.bulbagarden.net/wiki/Pok%C3%A9mon_data_structure_in_Generation_II

An interesting way to use this is getting a level 100 by changing the EXP of a Pokemon and simply knocking out one wild Pokemon.  I'm pretty sure this takes 50 Fresh Water.

So there's a rudimentary form of item mutation and also access to all the Pokemon's stats and their Attacks, EXP, Friendship etc.

Oh, and a nice list of Pokemon, Moves, and Items by index number courtesy of TheZZAZZGlitch's video:
http://pastebin.com/raw/arPmsvYu
tried to do it with 8 great balls but it just cases game to white screen looks like it only works with 2 or 4 great balls which mean you have you do the glitch twice if swap the items out in the pc if you want to change the item into one that's more then 2 index numbers away
« Last Edit: August 12, 2017, 10:55:48 pm by forsyz »

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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #50 on: August 12, 2017, 11:55:59 pm »
You're dealing with Coin Case ACE here. You either did something wrong... or you need to switch to BGB. ;)
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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #51 on: August 13, 2017, 02:03:11 am »
You're dealing with Coin Case ACE here. You either did something wrong... or you need to switch to BGB. ;)
i did do something wrong the first time i tried it with 8 great balls the Pokemon in first party slot was holding no item idk if that will affect it or you can only raise the index by 1 or 2 with 2 or 4 great balls I've tried 2 and 4 great balls and they work. edit: found out you have to use multiple stacks of great balls if you want to increase the index by more then 2
« Last Edit: August 14, 2017, 12:50:54 am by forsyz »

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Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
« Reply #52 on: August 13, 2017, 04:28:28 am »
forsyz, Coin Case ACE uses Echo RAM (since it basically runs code from there), and it didn't work with VBA because it didn't emulate Echo RAM.
The VC is known to emulate Echo RAM (as seen here), so Coin Case had to work.
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