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Messages - Searinox

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Thank you! ^O^ I guess I expected too much of the memory layout to change between battle and overworld. Having just tested it now, it does indeed work and is impressively reliable.
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I'm curious, have there been any attempts to find a bootstrap/glitch item that works for ACE in battles?
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Generation I Glitch Discussion / Re: Fake Glitches?
« on: June 11, 2018, 03:02:49 pm »
I'd actually like to know if there are any viable save file forms of corruption that result in the game not being able to take you even as far as the up+select+B menu to erase all data, thereby making the cartridge completely unplayable unless you physically open it up and short out the SRAM battery to purge the data. There are anecdotal reports here and there of people corrupting their save to a point where they couldn't use their gamecart anymore. A number of these are creepypasta styled and the person concludes that they "glitched their game so bad it became physically damaged" and it could have been this, if at all possible.
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How can this be converted easily into a way to write a given value from address X to address X+Y? As in, write a value to a total of Y addresses starting from X?

This one in particular benefits since it would be nice to write FF to all 8 bytes consecutively without filling the inventory ridiculously. This one is for Stat EXP./EVs of first pokemon in active box.
Code: [Select]
8F
<any item>
X Accuracy x175(Special), 173(Speed), 171(Defense), 169(Attack), 167(HP)
Carbos x218
Max Revive x255
Poke Ball x201
2nd byte doesn't matter, 65280 is enough for all 63 stat points at level 100.
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This is becoming too fun. Wheeeeeeeeeeee!

Perfect DVs for first Pokemon in active box:
Code: [Select]
8F
<any item>
X Accuracy x178(speed, special, half of hp), then again with 177(attack, defense, the other half of hp)
Carbos x218
Max Revive x255
Poke Ball x201

Tell me, the following code below can work right?

Code: [Select]
8F
<any item>
X Accuracy x178
Carbos x218
Max Revive x255
X Accuracy x177
Carbos x218
Max Revive x255
Poke Ball x201

To do it in one go.
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Open up SRAM for write access? That sounds quite dangerous. I can do that with these instructions? Yikes. I don't wanna write to my save file!

Yes I have deposited Pokemon in daycare before. Then again we can make a code to blank out the daycare memory area right? A bit bothersome however, because I use the daycare to stabilize some glitch Pokemon.

Thanks for confirming the VBA Gameshark bug. I'll be updating VBA-M when I have time. Have you run into this before or is it strictly on my emulator build?

Why use code to underflow items to x0? Can't we just create a stack of x255, clone it by tossing something, then toss x254 out of one stack to bring it down to x1 and swap it with the other x255 to merge them into a single x0 stack? Am I misunderstanding?
7
I managed this on my own albeit with some problems at first.

Firstly Chickasaurus' post I linked in my previous post didn't work for me. Second, it requires a different item ID for each move which is slightly clunky. At first I had the idea of perhaps attempting a .j as a NOP to bring ID parity back and execute the instruction back in item amount instead of ID, but realised I was getting in way over my head since I would have to then figure out how to redirect to the address with another item and do not fully understand ASM instructions.

I then went to try and find the memory address with VBA's cheat maker. For reasons completely beyond me the cheat searcher finds the address CA9E as the location instead of DA9E, and obviously the cheat doesn't work. Why this is so baffles me. I'm using a modded VBA called VBA-M, svn926. I'm not sure if it's got a bug with memory offset representation but it lead me to a dead end.

Finally I found the RAM layout, but on Bulbapedia. Now I had the correct address, tested the GS code made with it and it worked(why do GS codes have 01xxB2B1 last 2 bytes reversed from how they are in RAM? DA9E editing requires the code to be written as 01xxs9EDA, but anyways I digress...). Now I needed a way to get the code converted into 8F item representation and like I said, I had failed with Chickasaurus' post.

FINALLY I found your wiki which worked to convert the code into ACE!

You were mentioning earlier that you were trying to get Flash off some glitch Pokemon... well this may help.

Long story short...

Quote
Have the Pokemon to be altered be the first one in the PC. Have its move to be altered be put in first slot.
Code: [Select]
8F
<any item>
X Accuracy x158 (changing this from 158 for first move to 161 for 4th move SHOULD change the move that's altered, though I have ONLY tested with the first move!)
Carbos x218
Max Revive x<MOVE ID>
Poke Ball x201
Where move ID obviously corresponds to the move's ID.
This will change the first move of the first Pokemon in your active box.

This also makes it possible to put glitch moves not previously obtainable on Pokemon, or contrary, remove dangerous Super Glitch moves from Pokemon without having to stand on some obscure tile in Celadon City's residence. :D

You are going to end up doing a lot of Pokemon box swapping but also potential move swapping. If needed to get into battles to swap moves without entering an area that will load field data into Cinnabar(for item duping) I've found it feasable to teach Tentacool Surf and put the Pokemon to alter first in party while Surfing the east coast for item duplication, so you don't have to deposit your whole bootstrap party. Even in default setup, with Pokeball being in 6th slot, it's unaffected by potential 'M/Missingno. encounters as 201 doesn't roll in any way since the first bit is already 1 so it doesn't mess up the ret. Keeps things simple.
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Does anyone know any gameshark code for changing the moves of pokemon IN THE BOX? There's gameshark codes for changing party pokemon moves that can I wanted to try to convert to code exec using Chickasaurus' post info but all I can find is codes for the party, not the box, which is useless since we're forced to use a full predefined party for the bootstrap.
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