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Messages - ISSOtm

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Generation II Glitch Discussion / Re: Custom maps?
« on: Yesterday at 07:59:57 pm »
Bank IDs wrap around.
Arbitrary Code Execution Discussion / Re: Safe code for ace
« on: Yesterday at 11:11:21 am »
No, b and c are registers, bc is a register, although a register pair.
Arbitrary Code Execution Discussion / Re: Safe code for ace
« on: March 22, 2018, 04:14:38 pm »
Btw, b is a register, not a semiregister.
Dankg, been a while since last necrobump.
The 50 is on-screen in the battle menu. You just can't see it.
The Pokémon setup isn't the cause (nothing / a crash would have happened if it was wrong). The item setup needs to be modified to account for the memory address change in EU versions.²
Arbitrary Code Execution Discussion / Re: Safe code for ace
« on: March 21, 2018, 05:25:48 am »
The problem with `ld b, b` is that it maps to the Gold Tooth item, the quantity of which you can't modify. So that removes most of its usefulness.

And if you're trying to pad the tailing `ret`, it's better to use 3 of that item which maps to `inc bc` - but since you're RET-ing right after, BC doesn't matter anymore by that point.
3 items is better than 64.
Forum Discussion / Re: Hi I'm new
« on: March 20, 2018, 08:28:00 pm »
Hello ! And welcome to GCL. Make sure to read the wiki, and if you want, join the Discord server.

Also, this board isn't the right one to post an introduction, can an admin move it here ?
NOTE : This guide is a WIP, I'm going to add new questions as they come up. Please don't post unless it's for this purpose :)
Anyways, your Pokémon setup is correct, instead the item list needs to be adjusted. (I didn't take a look at it yet.)
Arbitrary Code Execution Discussion / Re: Safe code for ace
« on: March 20, 2018, 08:20:24 pm »
It simply depends on what registers are clobbered at a given time.
`ld b,b` is always safe, and `inc e` is, as long as the value of E when it's executed isn't meaningful. (Or you can cancel it out with a `dec e`)
To encounter Missingno in EU R/B, just perform Cooltrainer while having the last menu opened being the in-battle PkMn or Item menu, and Pokémon sprites are not flipped (if so, watch a Pokédex entry to cancel sprite flipping).
This will consistently give you a Missingno to capture.
If you need a disassembler (and a proper emulator), use BGB.
Opcode 0xE9 is `jp hl`, as per the most recent spec. `jp [hl]` is and old syntax, and `ld pc, hl` is another way to write it... but it's really stupid.

As for the offset, that's a specificity of EU versions, which have a +5 offset everywhere. Please refer to this post on our wiki for a EU-compatible box setup.
Yeah, the type is different in French versions.
Make sure your current box is an empty one, preferably one you never used (or the one which contained the least amount of Pokémon).
Also empty your party, preferably by depositing Pokémon 1 over and over, which will duplicate the remaining Pokémon's data in the party (thus, if it's a CT-friendly Pokémon, all stlos will contain its data).
The enemy Pokémon may also prevent the glitch from fulfilling itself ; I never got the corruption to work against Dugtrios.

The softlock was caused by an invalid battle mode, which forced you to use your first item constantly. This is usually caused by corrupting too much data, so ensure you have a $50 tile in a proper spot on-screen.
You can also mitigate such a softlock by placing your Balls in the first pack slot, so if it happens again, you'll capture the Pokémon like normal.
The glitched symbol means you underflowed the number of Pokémon in the box. I suppose you might be able to fix it by capturing Pokémon and getting them sent to the PC, but I think you would end up triggering Withdraw Smash.

Anyways, to fix this using ACE, you'd simply need to set the number of mons in that box to 0, and write a $FF in the first slot of the ID list.
This could be done by :
  • Switching to box 1
  • Setting up a RAM writer setup
  • Writing 0A to 0000
  • Writing 01 to 4000
  • Writing 00 to AD10
  • Writing FF to AD11
  • Switching boxes
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