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Messages - TheZZAZZGlitch

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121
Cool, good to know that this glitch is possible without struggling to get a poisoned Pokemon. However, holding B all the time is a little bit tiring.
Also, it's very good to know that effects of the Hooked Dragonite glitch happen to differ depending on the player's position while talking to the NPC. This really makes me wonder if there are more amazing effects to discover.

And this museum guy's "YOU HAVE TO GO" look is pure win.
122
INTRODUCTION

I was recently doing research on JP versions' Dokokashira door glitch, and I noticed something very interesting.

Prior to today, people have been explaining this glitch as either "switching a Pokemon with an item" or "switching an item with the current warp location", which without select glitches sounded impossible to perform on English versions. However, I accidentally noticed while opening up the memory viewer screen, that the switched Pokemon data has nothing to do with item data, nor the warp location byte.

Investigating further, I decided to check exactly what happens while pressing Select on the Pokemon screen, and it looks like it's nothing more than switching the first Pokemon with the second. Or in this particular early-game case, switching the end of list marker (0xFF) to the first position. This confuses the subroutine which applies the poison damage in the overworld, causing it to check way too many "Pokemon" for poison damage, decrementing massive amounts of RAM addresses while thinking they are your Pokemon's health points.

The fact is that no select glitches are necessary to do it - the only thing necessary is a way to either switch the first Pokemon with a end-of-list terminator, or somehow remove the 0xFF terminator from the list - as was beautifully shown by Torchickens' "Forcing select button glitches to work on Pokémon Red and Blue".

So the overall plan to do this in English versions is to either:
1. Get more than 6 Pokemon
2. Swap the (NumberOfPokemon+1)th Pokemon with the first

...or just corrupt the memory so the end-of-list terminator gets erased.

This means that the Dokokashira door glitch still exists in English versions, but it's not available in early game.
How to do it without select glitches or cheating? Well, the easiest possible way to do this is with Super Glitch (I feel like doing everything with Super Glitch recently, lolz). I'm pretty sure it should be possible with the save abuse/save corruption in Yellow as well.

Unfortunately, because English versions have different RAM layout, only some of the effects from Japanese versions could be seen in English games. For example, during the glitch, the "changing map tiles" effect is present in all versions (JP Red/JP Green/EN Red/EN Blue/EN Yellow), but changing the warp destination every 4 steps happens only in Japanese editions (JP Red/JP Green).

MEMORY HACKING METHOD OF GETTING "DOKOKASHIRA DOOR GLITCH" EFFECTS IN INTERNATIONAL RELEASES
FOR THOSE WHO WANT TO TRY IT WITHOUT DOING INSANELY COMPLICATED STUFF:


1. Overwrite addresses D163-D2F6 (Red/Blue) or D162-D2F5 (Yellow) with any value matching a hex number of $X0, $X1, $X2, $X3, $X4, $X5, $X6, $X7.
2. Have fun.

GETTING "DOKOKASHIRA DOOR GLITCH" EFFECTS IN INTERNATIONAL RED/BLUE WITHOUT CHEATING:

Requirements:
- A Pokemon meeting very specific moveset requirements:
   a) It needs to have a Super Glitch as a 4th move,
   b) Its three moves besides the Super Glitch have to contain 27 characters in total
     (for example: BODY SLAM [9 chars], MEGA KICK [9 chars], WATER GUN [9 chars])
- At least 1 Escape Rope in bag

1. Go to the nearest Pokemon Center, turn on the PC and turn it off. This will copy the correct screen data.
2. Walk (!) to the Diglett's Cave. Do not open your start menu while going there.
3. Once you arrive to the cave, encounter a wild Pokemon.
4. Open your fight menu a couple of times, and run away from the battle.
5. There's a slight chance that Super Glitch won't work as expected. If you end up in a glitched copy of Pallet Town, reset the game and start from the beginning.
6. Open up the save menu and cancel the glitched yes/no dialog. Use an Escape Rope afterwards.
7. The English version Dokokashira door glitch is active.

A video is worth a thousand words:
http://www.youtube.com/watch?feature=player_detailpage&v=-h30Q83SUWA#t=0s

GETTING "DOKOKASHIRA DOOR GLITCH" EFFECTS IN YELLOW WITHOUT CHEATING:

In Yellow it is a little bit trickier, but still possible.

Requirements:
- A Pokemon meeting very specific moveset requirements:
   a) It needs to have a Super Glitch as a 4th move,
   b) Its three moves besides the Super Glitch have to contain 27 characters in total
     (for example: BODY SLAM [9 chars], MEGA KICK [9 chars], WATER GUN [9 chars])
- Access to Safari Zone

1. Do the standard Safari Zone reset trick to make the game count your safari steps in the overworld
2. Go to the Pokemon Center, land your second to last step in front of the PC
3. Go to the Pokemon Storage System and continuously view stats of your Super Glitch Pokemon until it changes into Slowbro. This may require a lot of tries.
4. Walk a step more and you will get teleported to the Safari Gate. Walk out and the Yellow version Dokokashira door glitch is active.

A video is worth a thousand words:
http://www.youtube.com/watch?feature=player_detailpage&v=-h30Q83SUWA#t=284s

DOCUMENTED EFFECTS:

Here are some effects I noticed in English Red/Blue only:
 - If Clefable is owned/caught (Pokédex), Pokédex byte #3 (Capture flags for Pokédex numbers 17-24) will get decremented every 4 steps
 - Also, number of items decrements every 4 steps if the quantity of the first item in the bag matches a hex number of $X8, $X9, $XA, $XB, $XC, $XD, $XE, $XF
 - If the 4th Pokémon in the party has a hex identifier of $X8, $X9, $XA, $XB, $XC, $XD, $XE, $XF, the identifier of Pokémon #2 will get decremented every 4 steps
 - Some of the items in the PC (16th, 21st, 39th and 43rd to be exact) have their identifiers decremented every 4 steps
 
Here are some effects I noticed in Yellow only:
 - After walking a huge amount of steps (around 300) the map connection byte gets decremented once. This may cause weird effects like entering Lavender Town through Vermilion City's map connection.
 - The sprites will randomly teleport across the screen or change into Red sprites
 - Sometimes, after entering a new location, the music will take a lot more time to fade out
 - The walking speed becomes very slow
 
Those effects are present in both Red and Yellow:
 - Random Pokemon keep fainting even though nothing is poisoned
 - Sometimes artifacts appear on the screen
 - Some of the map tiles get changed around every 4 steps
 - In some locations (locations where music track ID matches a hex number of $X8, $X9, $XA, $XB, $XC, $XD, $XE, $XF) music gets screwed up after walking 4 steps
 - Some event flags also get reset or set every 4 steps. Not sure which ones.
 - If quantity of item #5 in bag matches a hex number of $X8, $X9, $XA, $XB, $XC, $XD, $XE, $XF, the quantity of item #4 will get decremented every 4 steps
 - Certain maps turn into a mess of illegible tiles after walking 4 steps in them (caves, Pokemon Centres, Celadon Mansion...)


IMPORTANT ENDING REMARK

If you're using VisualBoyAdvance for emulating, make sure you have the most recent version.
Anything Dokokashira-related doesn't work in early VBA versions, as versions before VBA RR v20.0 didn't emulate echo RAM correctly.
123
Pokémon Discussion / Re: X Accuracy and OHKO moves in Generation I
« on: May 02, 2013, 11:07:36 pm »
Swift makes the game skip all accuracy/evasion checks too - it is hardcoded to be 100% percent successful. Also, probably because of a mistake, it will even hit flying/digging targets (the game skips this check).

The "100% accurate" moves like Pound, Tail Whip or Gust are not hardcoded to be perfect, and their actual accuracy is 255/256, which is 99.6%.
124
Pokémon Discussion / Re: X Accuracy and OHKO moves in Generation I
« on: May 02, 2013, 01:04:55 pm »
Just checked the game disassembly out of curiosity. And yes - In Generation I, X Accuracy makes the game entirely skip all accuracy and evasion checks, granting the move absolute 100% accuracy (no 1/256 chance of missing, it ALWAYS hits). Don't know if it is true in Generation II.
125
Generation I Glitch Discussion / Re: Warp by Nidoran♂ glitch
« on: April 29, 2013, 10:37:44 pm »
Quote
Note that a glitchy Pokémon you get from the glitch may sometimes (but not always) freeze the game when its picture is viewed in the Hall of Fame

Does it work in other houses, not only Name Rater's? If it does, maybe it should be possible to deposit this glitch Pokemon in the PC or into Daycare, removing it from your party and eliminating the problem?

126
When execution gets to the item list, registers are guaranteed to have following values initially:

Red/Blue:

af = 6300 [a=63, f=00]
bc = 22B8 [b=22, c=B8]
de = 0001 [d=00, e=01]
hl = D322 [h=D3, l=22]

Yellow:

af = 7F40 [a=7F, f=40]
bc = FFC4 [b=FF, c=C4]
de = 0101 [d=01, e=01]
hl = D321 [h=D3, l=21]


Quote
Note in Yellow D323 is the identifier of item 4, not item 3. You could replace step 9 with having Growlithe (21h) as the 8th Pokémon instead of Fearow (23h) to get b = 21 (where D321 = item 3).
That was a mistake, thank you for pointing that out.

Edit: Thanks to Torchickens and his information about encounter flags, I have found a new, easier and side-effect-less method of obtaining 8F in Red/Blue. It does not require having a specific name, unlike the previous Prof. Oak's glitch roster method.

Video: http://www.youtube.com/watch?v=WD_GVaQwn8o
Instructions/requirements/execution steps can be found in the first post in this thread.
127
Actually, If I think more about it, doing it in Yellow is even easier than on Red/Blue.

Encountering p PkMn p' ' in Yellow will add 32 to the identifier of the fifth slot in bag if the item does not have one of the following hexadecimal identifiers: $2X $3X $6X $7X $AX $BX $EX $FX. Having X Speed on the fifth slot and encountering p PkMn p' ' is enough to get "ws m".

Also, bootstrapping code for "ws m" is a lot easier to deploy, as it only relies on Pokemon in the current box, and no specific moves/PP values/stats are needed. The requirements to make "ws m" execute code from 3rd item slot are as follows:

1.  20 Pokémon in your PC box                                         [0xDA7F = 0x14]
2.  Slowpoke as the 1st Pokémon in the current PC box                 [0xDA80 = 0x25]
3.  Slowpoke as the 2nd Pokémon in the current PC box                 [0xDA81 = 0x25]
4.  Slowpoke as the 3rd Pokémon in the current PC box                 [0xDA82 = 0x25]
5.  Slowpoke as the 4th Pokémon in the current PC box                 [0xDA83 = 0x25]
6.  Slowpoke as the 5th Pokémon in the current PC box                 [0xDA84 = 0x25]
7.  Slowpoke as the 6th Pokémon in the current PC box                 [0xDA85 = 0x25]
8.  Voltorb as the 7th Pokémon in the current PC box                  [0xDA86 = 0x06]
9.  Growlithe as the 8th Pokémon in the current PC box                [0xDA87 = 0x21]
10. Jolteon as the 9th Pokémon in the current PC box                  [0xDA88 = 0x68]
11. Geodude as the 10th Pokémon in the current PC box                 [0xDA89 = 0xA9]
12. Geodude as the 11th Pokémon in the current PC box                 [0xDA8A = 0xA9]
13. Geodude as the 12th Pokémon in the current PC box                 [0xDA8B = 0xA9]
14. Geodude as the 13th Pokémon in the current PC box                 [0xDA8C = 0xA9]
15. Geodude as the 14th Pokémon in the current PC box                 [0xDA8D = 0xA9]
16. Geodude as the 16th Pokémon in the current PC box                 [0xDA8E = 0xA9]
17. Geodude as the 15th Pokémon in the current PC box                 [0xDA8F = 0xA9]
18. Geodude as the 17th Pokémon in the current PC box                 [0xDA90 = 0xA9]
19. Geodude as the 18th Pokémon in the current PC box                 [0xDA91 = 0xA9]
20. Geodude as the 19th Pokémon in the current PC box                 [0xDA92 = 0xA9]
21. Voltorb as the 20th Pokémon in the current PC box                 [0xDA93 = 0x06]
 :: END OF LIST MARKER [0xFF]                                         [0xDA94 = 0xFF]
22. Slowpoke as the 1st Pokémon in the current PC box                 [0xDA95 = 0x25]
23. First PC box Pokémon needs to have 233 HP -+-                     [0xDA96 = 0x00]
                                               +-                     [0xDA97 = 0xE9]


ASM:
Code: [Select]
; initial value of hl = DA7F
WRA1:DA7F 14               inc  d      ; offset hack: 20 Pokémon in the box
WRA1:DA80 25               dec  h      ; hl = D97F
WRA1:DA81 25               dec  h      ; hl = D87F
WRA1:DA82 25               dec  h      ; hl = D77F
WRA1:DA83 25               dec  h      ; hl = D67F
WRA1:DA84 25               dec  h      ; hl = D57F
WRA1:DA85 25               dec  h      ; hl = D47F
WRA1:DA86 06 21            ld   b,21
WRA1:DA88 68               ld   l,b    ; hl = D423
WRA1:DA89 A9               xor  c      ; offset hack: do nothing until ip=DA93
WRA1:DA8A A9               xor  c
WRA1:DA8B A9               xor  c
WRA1:DA8C A9               xor  c
WRA1:DA8D A9               xor  c
WRA1:DA8E A9               xor  c
WRA1:DA8F A9               xor  c
WRA1:DA90 A9               xor  c
WRA1:DA91 A9               xor  c
WRA1:DA92 A9               xor  c
WRA1:DA93 06 FF            ld   b,FF   ; offset hack: making an end of list FF byte an operand so it doesn't translate to [rst 38]
WRA1:DA95 25               dec  h      ; hl = D323
WRA1:DA96 00               nop 
WRA1:DA97 E9               jp   hl

Note: All tricks from Red/Blue with an exception of "changing the second item" won't work in Yellow, as the addresses are different. They need to be modified in order to work.
128
Doing arbitrary code execution stuff, forgetting how the classic old man glitch works :P
But even when I take the character before as the level byte, I still keep getting the same roster.
129
Quote
Due to having an invalid encounter flag, 94 and 94h's Pokédex number #213 means that they add 16 to the fourth item identifier provided that it is not  $X4 $X5 $X6 $X7 $XC $XD $XE $XF. If you put a Good Rod in the fourth position, and then use this glitch or the Cable Club escape glitch with a 94 or 94h, you can easily turn your Good Rod (4Dh) into an 8F (5Dh)

Well, that's amazing. However, it still requires having a right name. Also, no matter which roster (letter after the MN symbol) I try, Prof. Oak will throw a "◣ゥ 8" (hex C9) out. Maybe this roster on the video has something to do with that Rocket in Silph Co. the author of the video fought previously and lost to?

Also, about the Cable Club escape glitch, it obviously requires access to the Cable Club. Also, to make trainers send out a "94" or "94h", the other trainer needs to own it first. And to own it, Johto guard glitch is needed. And to do this, one needs a hex FF ????? and a bad clone. And this gets far more complicated than the original method.

Anyways, thank you about all those information on encounter flags - maybe I will be able to use this to shorten up my first obtainment method.
130
Quote
will it work on yellow?

The shown method of obtaining 8F won't work in Yellow, as it uses Super Glitch, which works differently for this game.

Also, 8F does not execute code from $D163 in Yellow, but from $04FE instead - which has a less beneficial effect of teleporting you to a messed up version of a Pokemon Center.
Yellow has a relatively similar item "ws m" (hex 63), which executes code from $DA7F (number of Pokemon in the current box), but we still don't know how to obtain it though.
131
Quote
Why is step 5 necessary?

Super Glitch changes the boxset value ($D12C) to a glitch value 0x10, which corrupts the map if viewed. By opening the Pokemon Center's HEAL/CANCEL dialog the boxset value gets reset back to 0 (default YES/NO), so the game does not corrupt my map when I try to toss an item or save. Step 33 is necessary for the exact same reason.
132
Newcomers: I highly recommend you read beyond this thread's first post. Thanks to the later posts you will learn how to do the described glitch on Yellow, Japanese Red/Green/Yellow or other international releases.

WHAT'S 8F?

8F is a Red/Blue equivalent of JP Red/Green's 5かい - an item executing machine code starting from $D163 (Number of Pokemon) upon use. Its hex identifier is 0x5D, despite its hex-like name. 8F is treated by the game as a key item and it can't be tossed away or sold in the mart.

As address $D163 contains re-writeable data, it is possible to redirect the instruction pointer to the item list with relative jumps and easily run arbitrary code just by spelling the opcodes with items. With enough items, one could also make a program that reads key input continuously, writes it somewhere in the RAM and jumps to it after a while, allowing to even run your own homebrew software.

HOW TO OBTAIN IT:

OBTAINING 8F USING ITEM COUNTER UNDERFLOW GLITCH:

PREREQUISITES:

 - Access to any event that removes an item from your inventory (Saffron guards, handing out a fossil in Cinnabar Lab, etc.)
 - A following item list:
   Any item x[Any qty]
   X Special x255
   Item you need to give away x1

If you don't have access to any item-removing event, you can still do the "dry variation" of the glitch, by following the steps described here.

EXECUTION:

1. Toss the first item. It should change to X Special x255
2. Continue tossing the first item until the item menu "stops responding"
3. Trigger an event that removes the item from your inventory
4. Now, you should have 255 items with you. Go to the eastmost corner of Celadon City:



5. Toss 254 of your X Specials. Then swap the 'X Special x1' with 'Nugget x1' (35th item)
6. Try walking to the right - the map should now loop back to the left side of Celadon City. The amount of steps you take to the right determines the item you will get, so position yourself properly to obtain 8F. Swap it with the first item, then fly back to Celadon.
7. Store one of your newly acquired glitch items into the PC. Then buy any 3 items to bring your inventory back to normal.

A video of this method (makes it a lot easier to understand): http://www.youtube.com/watch?v=98_azamLeh4

OBTAINING 8F USING INVALID ENCOUNTER FLAGS (OBSOLETE):

PREREQUISITES:

 - A Ditto with a Cooltrainer move, nicknamed "R:u"
 - At least 1 Escape Rope
 - Good Rod on your 4th item slot
 - Exactly 10 Pokemon in your current box (this tremendously increases the chances of Cooltrainer move working properly)
 - Preferably a Bicycle, to make things a little bit faster.

EXECUTION:

1. Heal your Pokemon in Fuchsia City's Pokemon Center.
2. Do the Safari Zone walk through walls glitch, with only Ditto in your party.
3. After you appear back at the Fuchsia City's Center with noclip activated, walk exactly:
 a) 19 steps west
 b) 28 steps north
 c) 1 step west
 d) 29 steps north
 e) 11 steps east
4. Open your Pokemon menu and close it (important). You may want to use bicycle now to travel faster - you won't be able to do this later.
5. Go 11 steps west and keep walking south until you find yourself back on Route 18. Do not open your Start menu from now on.
6. Walk/bike to Seafoam Islands and enter the cave.
7. Encounter a wild Pokemon, and continuously try to use the Cooltrainer move. If it does not work after about 15 tries, quit the battle and start a new one. Do not open your Pokemon menu, Item menu or Start menu at all!
8. Eventually, the music will fade out, the move typing will become blank, and name of the opponent will get changed. Catch the resulting Pokemon - the game will state you caught a "98", and your Good Rod will turn into an 8F.
9. Use an Escape Rope, as there's a slight chance the game will crash after exiting the cave normally.

OBTAINING 8F WITH A CORRUPTED ITEM PACK (OBSOLETE):

This method is not recommended - it has a lot of side effects and is terribly complicated. Use it only when any other method does not seem to work for you.

PREREQUISITES:

 - A Pokemon on the first slot meeting very specific requirements:
    > It needs to have a Super Glitch as a 4th move
    > Its three moves besides the Super Glitch have to contain 25 characters in total
    > One of its three moves needs to be 4 characters long
    > This Pokemon needs to be able to learn Mega Kick through TM05
    An example: ?L ||?M 4 (hex C6) with moves Body Slam, TM50, Quick Attack, [Super Glitch]
 - Any Pokemon on the second slot you don't care about, nicknamed "cccccccc". It will be gone in the process, so don't use your L100 Charizard.
 - A Pokemon on the third slot knowing Fly.
 - Exactly 3 useless items in your Bag. They will get destroyed again, so don't pick anything important.
 - TM05 (Mega Kick), deposited in the PC
 - At least one free space in the PC to store your obtained 8F
 - An empty Pokemon box currently selected, most likely box 12

SIDE EFFECTS:

Sadly, those side effects are actually quite annoying. But also, happily enough, one can fix them with 8F's arbitrary code execution.

1. Your player name will become blank (the game will save just fine though). However, with 8F's arbitrary code execution capabilities, one can change his name back to something nice.
2. Lower 5 Pokedex bytes will become corrupted, displaying some yet unseen species as caught. There's no easy way to fix this, but it's not a big deal unless you care about your Pokedex progression.
3. Your Pokemon box may get to a state where trying to release the glitch Pokemon inside will crash the game. This side effect does not happen every time, but if it does, again, this can be fixed with 8F's arbitrary code execution.

EXECUTION:

http://www.youtube.com/watch?v=Sw0h7ImFsAs

BOOTSTRAPPING:

8F won't do anything amazing by itself. In order to make it execute code from $D322 (third item), we need to use the party Pokemon to spell out a short program. This program will redirect the instruction pointer to the item pack, so that the effects of 8F become easier to control. This process is referred to as bootstrapping.

There are several bootstrapping configurations that are easier or harder to set up. Below I listed the most commonly used ones.

Pigdevil2010's Pokémon Red/Blue 8F 5-Pokémon 233 HP bootstrap (recommended)

1.  Exactly 5 Pokémon in the party                                    [0xD163 = 0x05]
2.  Pidgey as the first Pokémon                                       [0xD164 = 0x24]
3.  Parasect as the second Pokémon                                    [0xD165 = 0x2E]
4.  Onix as the third Pokémon                                         [0xD166 = 0x22]
5.  Tentacool as the fourth Pokémon                                   [0xD167 = 0x18]
6.  Kangaskhan as the fifth Pokémon                                   [0xD168 = 0x02]
7.  First Pokémon's current HP has to be exactly 233                  [0xD16D = 0xE9]


TheZZAZZGlitch's Pokémon Red/Blue 8F 6-Pokémon 233 Attack bootstrap (outdated, but still popular)

1.  Exactly 5 Pokémon in the party                                    [0xD163 = 0x05]
2.  Onix as the first Pokémon                                         [0xD164 = 0x22]
3.  Pidgey as the second Pokémon                                      [0xD165 = 0x24]
4.  Tentacool as the third Pokémon                                    [0xD165 = 0x18]
5.  Meowth as the fourth Pokémon                                      [0xD166 = 0x4D]
6.  24 PP left on the second Pokémon's second move w/ 0 PP Ups used   [0xD1B5 = 0x18]
7.  21 PP left on the second Pokémon's third move w/ 1 PP Up used     [0xD1B6 = 0x55]
8.  36 PP left on the fourth Pokémon's first move w/ 0 PP Ups used    [0xD20C = 0x24]
9.  24 PP left on the fourth Pokémon's second move w/ 0 PP Ups used   [0xD20D = 0x18]
10. 20 PP left on the fourth Pokémon's third move w/ 0 PP Ups used    [0xD20E = 0x14]
11. Double Team as the fifth Pokémon's first move                     [0xD223 = 0x68]
12. Double Kick as the fifth Pokémon's second move                    [0xD224 = 0x18]
13. Strength as the fifth Pokémon's third move                        [0xD225 = 0x46]
14. Sixth Pokémon's attack stat has to be exactly 233                 [0xD26C = 0xE9]


Super-compressed 3-Pokémon setup (problematic because of hex D3 glitch Pokémon, which can be difficult to obtain; also, some item lists do not work with this setup)

1.  Exactly 6 Pokémon in the party                                    [0xD163 = 0x06]
2.  Hex C3 glitch Pokémon as the first Pokémon                        [0xD164 = 0xC3]
3.  Onix as the second Pokémon                                        [0xD165 = 0x22]
4.  Hex D3 glitch Pokémon as the third Pokémon                        [0xD166 = 0xD3]


There are other versions of the game (Yellow and foreign language localizations of R/B) where items similar to 8F exist. Most notable is the 'ws m' item in Yellow, which executes code starting from the current PC Pokémon storage box. For your convenience, here are several bootstrapping setups for Yellow:

Pigdevil2010's Pokémon Yellow 'ws m' 10-Pokémon 233 HP bootstrap (recommended)
TheZZAZZGlitch's Pokémon Yellow 'ws m' 20-Pokémon 233 HP bootstrap (also recommended, since a lot of the Pokémon on the list are Geodudes and Slowpokes, which are easy to catch)
Pigdevil2010's Pokémon Yellow 'ws m' 19-Pokémon bootstrap

USING 8F TO OUR ADVANTAGE

Well, now we're done with all those preparations, let's try to actually do something with this item! Below I present some examples of what is possible.

"CATCH 'EM ALL" SCRIPT

This is just K)ry's ASM for JP Red/Green ported on the international release. With those items, 8F will act like an item that forces a Pokemon encounter based on the quantity of item #1, allowing to catch all 151 Pokemon easily.

Video: http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=782s

ITEM LIST (starting from the first slot):
* Preferably Master Balls
* 8F
TM50                 x31
TM11                 x4
TM34                 x89
TM08                 x201


ASM:
Code: [Select]
WRA1:D322 FA 1F D3         ld   a,(D31F)
WRA1:D325 04               inc  b
WRA1:D326 EA 59 D0         ld   (D059),a
WRA1:D329 C9               ret 

ALTERNATIVE CATCH 'EM ALL

This version of the Catch 'Em All script requires more items, but gives the Pokemon instead of forcing an encounter (like: BLUE got EEVEE!), and allows for getting normally unobtainable glitch Pokemon without trading. The given Pokemon depends on the quantity of the 3rd item.

Remark: Avoid obtaining Missingno with this method. It will duplicate your 6th item and screw the opcodes up.

Video: http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=865s

ITEM LIST (starting from the first slot):
* Any item
* 8F
Repel                x[SpeciesIndex]
X Speed              x14
Ultra Ball           x64
TM05                 x72
Lemonade             x201


ASM:
Code: [Select]
WRA1:D322 1E 20            ld   e,[SpeciesIndex]
WRA1:D324 43               ld   b,e
WRA1:D325 0E 02            ld   c,02
WRA1:D327 40               ld   b,b
WRA1:D328 CD 48 3E         call 3E48
WRA1:D32B C9               ret

CHANGE THE PLAYER'S NAME

With this setup, you can change your name to the nickname of your first Pokemon. Using 8F will copy one letter from your first Pokemon's nickname to your player name. Use 8F (length of the name+1) times to copy all the name characters.
Warning: This code is self modifying, it will increase quantities of items #3 and #5 every use - remember to set those quantities back to 181 and 88 if you want to reset this. Also use carefully, as there's no memory protection implemented and you may cause save corruption if you're not careful.

Video: http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=918s

ITEM LIST (starting from the first slot):
* Any item
* 8F
TM50                 x181
TM10                 x64
TM34                 x88
TM09                 x46
Calcium              x52
X Accuracy           x35
Full Heal            x201


ASM:
Code: [Select]
WRA1:D322 FA B5 D2         ld   a,(D2B5)
WRA1:D325 40               ld   b,b
WRA1:D326 EA 58 D1         ld   (D158),a
WRA1:D329 2E 27            ld   l,27
WRA1:D32B 34               inc  (hl)
WRA1:D32C 2E 23            ld   l,23
WRA1:D32E 34               inc  (hl)
WRA1:D32F C9               ret 

CHANGE THE SECOND ITEM

This easy code uses only 3 basic items, and it increases the first item's index by 1 every time 8F is used. You can obtain normally unobtainable items, glitch items or TMs so you can do other item configurations described.

Video: http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=974s

ITEM LIST (starting from the first slot):
* 8F
* Item you want to morph
Burn Heal            x43
Ice Heal             x43
Full Heal            x201


ASM:
Code: [Select]
WRA1:D322 0C               inc  c
WRA1:D323 2B               dec  hl
WRA1:D324 0D               dec  c
WRA1:D325 2B               dec  hl
WRA1:D32A 34               inc  (hl)
WRA1:D32B C9               ret


WALK THROUGH WALLS

Jump off a ledge after using 8F to walk through walls.

http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1020s

ITEM LIST (starting from the first slot):
* Any item
* 8F
TM34                 x20
TM15                 x201


ASM:
Code: [Select]
WRA1:D322 EA 14 D7         ld (d714),a
WRA1:D325 C9               ret

ESCAPE FROM A TRAINER BATTLE

This turns 8F into an item which allows escaping from any battle, including trainer battles.

http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1048s

ITEM LIST (starting from the first slot):
* Any item
* 8F
TM34                 x120
TM08                 x201


ASM:
Code: [Select]
WRA1:D322 EA 78 D0         ld (d078),a
WRA1:D325 C9               ret

CLEAR A POKEMON BOX

When 8F was first discovered, the method of obtaining it had a slight chance to corrupt Pokemon at the PC box, causing crashes when trying to release/withdraw them. One can either deal with it and switch to another box, or make the box empty with this item configuration.

Switch to the corrupted box, use 8F, done. Be careful though, you don't probably want to clear the box with your L100 legendaries.

Video: http://www.youtube.com/watch?v=Sw0h7ImFsAs#t=1104s

ITEM LIST (starting from the first slot):
* Any item
* 8F
Lemonade             x1
Soda Pop             x64
TM34                 x128
TM18                 x201


ASM:
Code: [Select]
WRA1:D322 3E 01            ld a,01
WRA1:D324 3D               dec a
WRA1:D325 40               ld b,b
WRA1:D326 EA 80 DA         ld (da80),a
WRA1:D329 C9               ret

BUT WAIT, THERE'S MORE!

Possibilities with 8F are unlimited. Here are some other item lists, posted by different people throughout the years (wow, this glitch is 3 years old now? I didn't realize).

Pseudo-GameShark (aka change any byte in RAM to any value) (by Wack0)
Instant Hall of Fame (by Wack0)
Pokémon Yellow US - play Pikachu's Beach (by Wack0)
Change OT of the first slot Pokémon (by blahpy)
Perpetually resetting save file (by Wack0)
Max stat Exp and DVs (by eironeia)
Set debug mode flag (by Rena)
Get 255 of second item (by lowena)
Daycare Pokémon cloning (by Skeef)
Set/unset badges (by Skeef)
Change a Pokémon's typing (by hashtag)
Reusable RAM writer (by Torchickens)
Make Pokémon shiny when traded to Gen II (by Krys3000 & thelinekioubeur)

List last updated on: 2016-07-04

ENDING REMARK: BIG ITEM QUANTITIES?

All of those item lists will have at least one item with quantity bigger than 99. Obviously, it's possible to obtain those big quantities using the Missingno. item duplication glitch (duplicating a 99 item stack will result in a 227 item stack).
However, the numbers bigger than 9 are represented with glitch blobs, so it's normally impossible to read how many items you actually have. This short image guide below will help you with reading quantities of those big item stacks.


* This image uses the Pokemon Center tileset
133
Typo, meant the X coordinate :P
134
Getting 8F isn't a problem even without luck manipulation. Corrupting the Pokemon number with Super Glitch and swapping the 2nd Pokemon with the 10th will successfully explode the item pack.
Then, one should be able to do the looping map glitch (doing the walk through walls glitch and walking in certain corners so the maps loop indefinetely: http://www.youtube.com/watch?v=Glxx94hpZAM), get the X coordinate right, take the 8F item and fly away.

I will try my best at making all this work in English versions. I will post a video and make a separate thread when I'm done.
135
For all you guys wanting to do that in English versions, I've got some good news. Red/Blue's item '8F' (hex 5D) jumps to address $D163 (Number of Pokemon), exactly like 5かい!

Here's also a list of jump locations for all glitch items in Red/Blue:

Code: [Select]
Item $00:  ExecutionPointer=01D1

Item $54:  ExecutionPointer=57FA
Item $55:  ExecutionPointer=A7D0
Item $56:  ExecutionPointer=81CA
Item $57:  ExecutionPointer=3D65
Item $58:  ExecutionPointer=8BC2
Item $59:  ExecutionPointer=FA65
Item $5A:  ExecutionPointer=D05A
Item $5B:  ExecutionPointer=283D
Item $5C:  ExecutionPointer=FA0F
Item $5D:  ExecutionPointer=D163 [!!!]
Item $5E:  ExecutionPointer=06FE
Item $5F:  ExecutionPointer=0820
Item $60:  ExecutionPointer=80FA
Item $61:  ExecutionPointer=FEDA
Item $62:  ExecutionPointer=CA14
Item $63:  ExecutionPointer=65B1
Item $64:  ExecutionPointer=EAAF
Item $65:  ExecutionPointer=D11C
Item $66:  ExecutionPointer=5AFA
Item $67:  ExecutionPointer=FED0
Item $68:  ExecutionPointer=2002
Item $69:  ExecutionPointer=2104
Item $6A:  ExecutionPointer=DA47
Item $6B:  ExecutionPointer=CD35 
Item $6C:  ExecutionPointer=3DED
Item $6D:  ExecutionPointer=433E
Item $6E:  ExecutionPointer=1EEA
Item $6F:  ExecutionPointer=CDD1
Item $70:  ExecutionPointer=3725
Item $71:  ExecutionPointer=E821
Item $72:  ExecutionPointer=CD65
Item $73:  ExecutionPointer=3C49
Item $74:  ExecutionPointer=3A21
Item $75:  ExecutionPointer=0658
Item $76:  ExecutionPointer=CD0F 
Item $77:  ExecutionPointer=35D6
Item $78:  ExecutionPointer=1006
Item $79:  ExecutionPointer=01CA
Item $7A:  ExecutionPointer=FA58
Item $7B:  ExecutionPointer=D05A
Item $7C:  ExecutionPointer=203D
Item $7D:  ExecutionPointer=210F
Item $7E:  ExecutionPointer=D887
Item $7F:  ExecutionPointer=5811
Item $80:  ExecutionPointer=01D1

*Items with IDs >0x80 omitted, because they are either TMs, HMs or normal items with glitch names.
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