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Messages - Sherkel

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I didn't watch the entire hour, but I think I get the general point. While I don't understand Italian, Krys seems to have the right idea. It's an extremely elaborate use of ACE, with the sprite presumably loaded into SRAM beforehand (it could be that he programmed it in from scratch byte-by-byte, but I don't think even an hour of continuous inputs is enough time for that).

All in all, it's a solid example of what can be done with these games with modern glitching, and is highly in-depth if not a bit over-the-top. I don't know Italian, so maybe there's more to it, but it's not a new discovery nor the first ACE video I would point someone to. Still a very cool demonstration even if I'd recommend skipping to the last 15 minutes.
I was just reporting back what he said. He didn't mention any particular files. I've never done anything related to Gen IV hacking or ARM9 assembly, so I can't really help. :(
I linked Ganix to this and he said he couldn't find any more debug functions after searching for a while when working on PokePlat. Not sure if this answers your question.
General Discussion / Re: The Glitchy Thread of Topiclessness (#3)
« on: March 16, 2019, 08:34:23 pm »
Wiki Discussion / Re: Revisiting categories and organization
« on: March 15, 2019, 12:16:53 pm »

After thinking about this, I think the fact routing isn't our focus is exactly why we want to have copies of the routes on our own pages, so that we can separate the glitch part from the pure routing part and properly focus on the former. We can always gloss over the parts that aren't glitch-related.

Linking to speedrun videos doesn't do much, because as I said they have the wrong focus, and some of the glitches actually need quite a bit of explaining.
Taking back whatever I said. This is just brilliant. I'll add any articles like this to the Reference documents category, as well as their own. I think speedrun routes documented in this manner deserve a sidebar spot more than GameShark codes, but I'll wait for at least one more vote on that. (I'll help if I can, but honestly with my current level of knowledge I don't think there's much I could do.)

I take it this means a "Luck manipulation (Generation II)" page will be possible now as well? Or should the Gen I page be renamed to include both?
It's not an exception, while it's hardware-backed it's not confirmed to be 100% true to the original GBA. Particularly for timing things.
that's fair. At least it's not total s**t like the others, though.
Which, I should maybe add, you (and me, I guess) are willing to help users get around if they're able to dump the ROMs from their VC copies.

Overall though, I feel like if you don't want to play them through VC, just don't play them through VC.
OK, so, I'm trying to do the flawless level 100 Pokémon, but I'm not sure exactly what I need. I already have 8F, so that's not an issue. I've looked at tons of YouTube videos, but none of them have written instructions saying the precise necessities. So what else do I need to do?
Can you show us the exact code you're trying to execu--oh. Hm. Not really much to answer without that, unfortunately. :(

However, there is this! :) Read the post right below it too.

If literally all you've done is get 8F, read the first post in that thread as well.
Oh, like looping back around to something before the first item? Unfortunately the item pack is limited to 128 spots, so it can only do so much. We have ACE to edit other addresses, luckily.

As for text character values and correspondences, that's all in The Big List.

I can't do this right now (was going to use it to verify what I suggested), but I'd recommend testing whatever you plan to do with the debug patch for Yellow first, just in case things don't go as planned again.
It might be a good idea to back up your save, if you can. Even when using ws m carefully, there's the chance something might go wrong by accident when trying out a lot of different things.

As for your questions, the best way to keep track of where you are in the menu is by counting, generally, as the items and quantities will change as their corresponding addresses do. However, there are some usual "tells", such as item 32 usually being an Ultra Ball, or Old Amber if not that. 27 and 28 should be .j items if you haven't swapped anything to there, and 29 should too if you skipped Brock. You're looking for item 36 (the quantity specifically), so that would be four spaces down, usually a Master Ball.

You can't toss or sell more items in a stack than there are, so if there aren't 0 items in a stack, you can't toss 255 of them. You could switch a .j x0 to there from a safe address to get to any map ID, but you just need 8 for Cinnabar Island. Not sure exactly what you mean by going up to edit the lower addresses; you can make sure you know what they are by naming your rival, though, if I understand your question correctly.

I might have to test this to be sure, as I haven't worked with this in a while.
Welcome to GCLF!!

D185 is one of the two bytes for your lead Pokémon's DVs as far as I remember, so are you sure it was that that caused your file to erase? Did the game crash and reset immediately afterward? I'm not sure what it might have been unless you wrote to somewhere different, maybe by accident.

All I need is a Pokemon with a special of 182-4 Cinnabar and Celadon access
Brock through walls to Saffron, heal at the Center, get Abra at the Game Corner, Teleport, then do the Escape glitch with the Bug Catcher in the route below and the Blackbelt with the Machop to encounter MissingNo. to clone items for dry underflow, and from there entering a building and changing D364 should let you warp to anywhere. Don't know the exact map numbers you'd need offhand, but I think this would take care of what you need without having to set up an ACE bootstrap from a New Game.
Merged the two topics, as there's no need for two about the same question. Responses can be slow here when it comes to specialized questions, sometimes less so in Discord (for better or for worse), but anyway, I looked over mon_stats and load_pics and couldn't find anything suspect in case you were wondering. It might be best to ask a member of pret if nobody else has any ideas.
The 3DS Virtual Console may behave differently than a real system or an accurate emulator in particular instances related to glitching. If you have a question about performing a particular procedure, please indicate what system you are using to play the game.

More details can be found here. (This applies to both R/B/Y/G and G/S/C, as the assembly instructions are the same.)

However, there are still options available if you want to stick with using the Virtual Console for ACE, such as this and this. In non-ACE cases, there's also a good chance that what you're trying will simply work anyway.
Generation II Glitch Discussion / Re: Digression about VC inaccuracy
« on: March 09, 2019, 07:41:07 pm »
I feel that the use of VC should be strongly discouraged whenever it is seen, to prevent frivolous "glitches" and questions.

Seeing the use of VC makes it difficult to determine whether or not the issue lies with an actual problem with the ACE code/glitch itself, or VC's terrible emulation accuracy.
I think it should be indicated when it's being used, but posters generally haven't had a problem with that. Discouraging it would be fairly futile, because as some have pointed out, those are still official versions of the games.

I can inject a ROM into RetroArch's Gambatte core, and it becomes a standalone game, like VC. It looks a lot like an actual VC game. If they extract the ROM from a copy of the actual VC title, I can just do this for them, they can install it, and can pull their save too.

Hell, I can even add more features, like rapid-fire, screenshots, fast forward, custon controls, rewind (N3DS/N2DS only), all kinds of good s**t.

there's no real loss to it, and it makes the game accurate.

i'll probably extend these services to those using stock VC, since i'd require an extracted ROM from a VC title.
No offense intended, but is this anything that a combination of HackingToolkit9DS and Super Ultimate Injector can't do?

It's nice to see you offer help regardless, and I'm sure if anyone has trouble working with those to get their ROM and save onto something like BGB and then back to their 3DS, they'd want to have someone to ask about it.

As a final note,
I'm curious to know if there are any VC emulation accuracy problems that can be actually observed in regular gameplay (not talking about glitches, ACE or such) compared to real hardware or more accurate third party emulators for Crystal?
As far as I know, it's next to none, if any. Emulators are written to do their job. I don't want VC to be frowned upon just for its own sake.

Issues only come up when changing how the code functions from a base level, which is limited to glitching. (Timing too, but that's not relevant here). Gonna go make that post now.
Generation II Glitch Discussion / Re: Digression about VC inaccuracy
« on: March 09, 2019, 12:18:19 pm »
This was split from this thread:

For the most part, both are still perfectly readable.

I'll be making a sticky in Glitch Discussion to clarify that emulation differences matter when playing with the code at a base level as a lot of "modern glitches" do.
Generation II Glitch Discussion / Re: Exp glitch in Crystal?
« on: March 09, 2019, 11:50:17 am »
Lameboy, VBA, and speed-up all make me think it was an emulation error, especially considering it only happened once.
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