1
General Discussion / Re: Really bad jokes
« on: Yesterday at 05:29:17 am »
The story was really well-pieced together. I can't wait for the sequel !
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. 1
General Discussion / Re: Really bad jokes« on: Yesterday at 05:29:17 am »
The story was really well-pieced together. I can't wait for the sequel !
2
Generation III Glitch Discussion / Re: Investigating an apparent Vs. Seeker glitch involving a Bad Egg from 2006« on: April 15, 2018, 07:59:23 am »
Perhaps that it was supposed to be a Machoke because of a "All wild Pokémon are Machoke" code ?
![]() 3
Arbitrary Code Execution Discussion / Re: Arbitrary code execution in Red/Blue using the "8F" item« on: April 13, 2018, 04:57:52 am »Then there's the perhaps more user friendly but somewhat less complete RAM map at https://datacrystal.romhacking.net/wiki/Pokémon_Red/Blue:RAM_map. It's for Red and Blue, though, but it works for Yellow because Yellow RAM addresses are exactly 1 less than those in Red/Blue.This is only true for addresses past, I think, CF00. 4
Generation I Glitch Discussion / Re: Glitch Dimension (ish) in R/B« on: April 12, 2018, 09:06:51 am »
This occurs because the SGB palette layout isn't refreshed. I'm not sure what exactly causes this, perhaps the flag tracking whether SGB mode is enabled has been overwritten.
5
Generation I Glitch Discussion / Re: Best settings for BGB emulator for glitches« on: April 11, 2018, 03:35:58 pm »
BGB is one of the most accurate GB emulators out there, so, as a general rule, if a crash happens on BGB but didn't on other emulators, BGB got it right. It does have some emulation issues, but they are extremely few, and beware has been squashing more and more of them.
6
Arbitrary Code Execution Discussion / Re: Arbitrary code execution in Red/Blue using the "8F" item« on: April 11, 2018, 11:09:16 am »
The problem with this code is that sprites will cease to be updated anymore. Here's a replacement :
Code: [Select] Carbos x255 (hex:FF) Box items : Code: [Select] Awakening x70 Code : Code: [Select] ld h, $FF Box items :Code: [Select] ld c, $46 Btw, here are some precautions that must be taken while this is active :
7
The Dumpster Out Back / Re: Arbitrary code execution in Red/Blue using the "8F" item« on: April 11, 2018, 08:32:12 am »
The problem with this code is that sprites will cease to be updated anymore. Here's a replacement :
Code: [Select]
Box items : Code: [Select] Thunderstone x230 Code : Code: [Select] Box items :Code: [Select] ld hl, $CFE6
8
Generation I Glitch Discussion / Re: ギ▼アゴ (0xC2)'s arbitrary Pokédex data in Japanese Yellow« on: April 11, 2018, 07:02:12 am »
This might be due to Pokédex entries being printed using a certain control char, which probably ignores all other control chars (since text is printed differently).
I might be wrong though, I haven't looked into it. 9
Debate Wars / Re: Nintindo DS Vs. Gamecube« on: April 09, 2018, 10:24:47 am »
DS : portable, decent battery, TWO SCREENS (it's awesome to have information such as mini-maps that don't clobber the play screen), touchscreen (which offers a refreshing amount of new control schemes, or at least did when it was launched). Graphics are good, too (I'm not bothered by the "meh" screen resolution)
10
Generation I Glitch Discussion / Re: Pocket Monsters Red- Glitch Pokemon Diary (will be updated periodically)« on: April 03, 2018, 02:04:01 am »
Yep, it'll be stored in memory as 0xFE.
11
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)« on: April 01, 2018, 04:48:12 am »
@someone
12
Arbitrary Code Execution Discussion / Re: Arbitrary code execution in Red/Blue using the "8F" item« on: April 01, 2018, 04:47:06 am »
Depends. If you only want to duplicate a Pokémon, it's doable, otherwise, it's not possible.
13
Arbitrary Code Execution Discussion / Re: [request] Hidden Power DVs Arbitrary Code using w sm in Yellow« on: March 29, 2018, 03:35:08 pm »
Alright, I documented myself on DVs, and apparently HP DVs are calculated from all other four DVs -- which explains everything.
So, you will indeed need 255 Lemonades for the first write of each spread, and the second write will indeed be ATK * 16 + DEF. HP DVs will be automatically "set". 14
Arbitrary Code Execution Discussion / Re: [request] Hidden Power DVs Arbitrary Code using w sm in Yellow« on: March 29, 2018, 02:21:24 pm »
There are only 4 HP DVs in Generation I and II. ATK, DEF, SPD, and SPE. Maybe HP DVs are shared with one of these stats.
I assumed the last two DVs (always identical) were Spe Atk and Spe Def DVs, which is why my calculations were wrong. Also, if you're playing on an EU version, you need to use five more X Accuracies than presented here. 15
Arbitrary Code Execution Discussion / Re: [request] Hidden Power DVs Arbitrary Code using w sm in Yellow« on: March 29, 2018, 11:27:37 am »
Are you using an US version ?
Also, the DV spreads you're posting are wrong, since there are only 4 DVs. ATK, DEF, SPD and SPE. |