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Don't forget the terminator character at the end of box name 1 which is a "ld d,b" instruction. Here it doesn't really change anything (maybe set 0 flag), but still could add confusion when you forget it.

ld instructions do not update flags, so the $50 terminator "ld d,b" isn't really worth mentioning in this context.

Ah, so they don't.
I always forget since I never had to use them other then after specifically setting them (i.e. by dec statement).

I was also wondering about this. What values or value ranges of each of these would be needed to make a suitable slide pokémon? As in, just a regular working slide pokémon, not a specific one like the special coin case one which jumps over a lot of these factors.

Not contain any values that interrupt execution, jump somewhere else or set a random byte.
In general you're fine with values <10.
If you plan to look at values anyway I'd advice to use TM17 instead of TM25. IIRC it starts execution somewhere in the stats of Pokémon 1 (i.e. slide as first, quagsire as second) instead of some invisible value of pokémon 2.
The slide-Pokémon I provided works specifically for Coin Case. If you`re using TM25 not only does execution start at the second pokémon (compared to the third for Coin Case/first for TM17), but also at a different Place in its data.
I didn't check it, but it might even guarantee a failure when used with TM25. To my knowledge there's no setup which doesn't involve ACE to guarantee a working TM25-slide-pokémon, so you either have to use to Coin Case or try your luck with random low levels.

The issue is not with Skeef's code. It translates to the following ASM:
Code: [Select]
xor a
or a,$ff
ld ($d5b9),a
or a
ret nc

...which does it's intended job of giving x255 of the first item. All i can say is ensure you have setup your bootstrapper correctly. It's
Quagsire (Holding TM02, Return as first move)

Don't forget the terminator character at the end of box name 1 which is a "ld d,b" instruction. Here it doesn't really change anything (maybe set 0 flag), but still could add confusion when you forget it.

That's what I suspected. I REALLY should get around to learning the assembly code for this... but I'm lazy. Though, I'd like to have the ACE for a working tm-25 slide pokémon. 'Till then I'm gonna go find myself a temporary slide pokémon until then since that's the only thing I can see in my case that could be wrong here (I wrote the box name code correctly and put the Quagsire [holding TM02 and with Return as the first move] and slide pokémon in the correct places in slots 3 and 2 respectively).


I'll be keeping that in mind~ how many steps does it take for the mon to develop its happiness value? And does it decrease if left in the box?

I'm curious, the box codes that let you change one mon to another, if you have an egg that is shiny (let's say it's a Wooper for example) and you alter it into a different mon (like Zapdos) via the box codes, would the egg result in a shiny Zapdos?

Happiness won't decrease if left in the box. And I'm not sure, but I think if the slide Pokemon gets any noticeable happiness increase then it will mess up the code, because the slide Pokemon has to be freshly caught or hatched with no stat experience and happiness is another one of those factors I guess.

However, I was using the coin case a lot yesterday with the same slide Pokemon and walking from the PC in Cherrygrove to outside the mart in Cherrygrove for coin cases glitches, when you repeat that enough times you're certainly walking a good number of steps, but still my slide Pokemon still worked. And today I was using the hatched Togepi as a slide Pokemon as a test and it worked, so I would certainly recommend freshly hatched Pokemon.

As for your question, I haven't messed around with shiny codes yet but if the first code changed the egg to shiny and then you changed the Pokemon species then it should still be shiny as that is determined by the DV's which are made when you use you shiny code.
Not quite. Even if your slide's happiness value increases, it doesn't matter too much unless it reaches a malicious opcode. What I mean by that is, any opcode that changes code flow (call,ret,jp,jr), any opcode that stops the cpu (stop, and MAYBE halt, I'm not quite sure), any op that messes with the stack (inc sp,push,pop,ld sp,rst,etc.), any invalid ops ($D3,$DB,$DD,$E3,$E4,$EB,$EC,$ED,$F4,$FC,$FD), and "di".

The Happiness value increments upon walking 256 steps, and when freshly caught, has a value of $00. The first "malicious" opcode it encounters first is "stop", which is hex $10. So, a freshly caught slide pokemon is considered "broken" after 4096 steps. However, you can easily set this value to $11 (ld de,$xxyy) by walking 256 more steps. So if you find that your slide has stopped working, walk 256 more steps and see if that fixes it.

Also, it is worth noting that happiness is not the only thing that affects slide pokemon.
Here's a list of all factors that affect slide pokemon:

Attack EV
Defense Ev
Speed EV
Special EV
Attack/Defense IV
Speed/special IV
PP of current moveset
Happiness/Hatch Time
Caught Information
Max Hp
Special Defense
Special Attack - Must correspond to an instruction that is one byte long, otherwise the jump instruction that executes your code will be absorbed!

I was also wondering about this. What values or value ranges of each of these would be needed to make a suitable slide pokémon? As in, just a regular working slide pokémon, not a specific one like the special coin case one which jumps over a lot of these factors.
Awesome work! Thanks!
Most DVs in Generations I/II are determined by the upper and lower nybble of bytes. There are two addresses which control the Attack/Defense DV and the Speed/Special DV respectively, with the HP DV being calculated in a different way based on the other DVs.

The nybble can be read from one digit of the DV byte. For example, if this value is D5 on the Attack/Defense DV address it means an Attack DV of D (13 in decimal) and a Defense DV of 5 respectively. Since hexadecimal only ranges between 0-F (15), it isn't possible to have a DV that exceeds 15.

For generic uses, the reusable RAM writer does the trick as long as you know the RAM addresses (which can be found on Datacrystal and the Pokémon Red disassembly). For the below code Lemonade's quantity controls the value, Carbos's quantity controls the first byte of the address and X Accuracy's quantity controls the second byte of the address.

If you wanted to write 0x15 to D059 then for example (giving a Mew encounter in Red/Blue), you would need Lemonade x 0x15 (x21 in game; decimal), Carbos x 0xD0 (x208 in game) and X Accuracy x 0x59 (x89 in game).

The reusable RAM writer is made so that it resets the quantities back to x0 afterwards. As x0 is in this sense x256 you can toss 1-255 of them without destroying the stacks, and access every possible byte.

At item 3:

Code: [Select]
3E xx 26 xx 2E xx 04 77 26 D3 3E 00 2E 23 04 22 23 22 23 22 C9
Lemonade x(xx)
Carbos x(yy)
X Accuracy x(zz)
Poké Ball x119
Carbos x211
Lemonade x0
X Accuracy x35 (x34 in Yellow)
Poké Ball x34
HP Up x34
HP Up x34
TM01 x0

ld a, 00 - a (value)=xx
ld h, 00 - h (address byte 1)=yy
ld l, 00 - l (address byte 2)=zz
inc b - useless code
ld (hl),a - load a into the address (e.g. D059)
ld h, D3 - we load the address byte 1 as D3 (item quantities are in the D3XX region)
ld a, 00 - we load 'a' as 0 (quantity of 0)
ld l,  23 - l=23, now our address is D323 (item 3 quantity)
inc b - useless code
ld (hli),a - means we put 'a' in D323, and then increase the hl value to D324
inc hl -  hl value=D325
ld (hli),a - means we will load a (0) into D325 (item 4 quantity), and increase hl to D326
inc hl - hl value =D327
ld (hli),a - means we put 'a' in D327 (item 5 quantity)
Can anyone help me?

Is there any Arbitrary Code to control what DVs I want to change to a Pokemon? For example:


Ive been seen some videos but they just pust the neccesary items (and in different ways, so I cant find a pattern). Some examples:


The following codes are used to edit the DVs of box Pokemon 1.

You can use

Carbos x218 (hex:DA)
X Accuracy x178 (hex:B2)
Lemonade xDVOne
TM03 x55 (hex:37)
Elixer x71 (hex:47)
Awakening xDVTwo
Escape Rope x121 (hex:79)
Max Elixer x176 (hex:B0)
Ether x119 (hex:77)
TM01 x[Any qty]

To write to the Speed/Special IVS. Then, to write to attack/defense IVs, toss one X Accuracy.

Alternatively, you may also use this code, which writes to all DVs in one go. It takes a bit of math to use, however.

Thunderstone x177 (hex:B1)
TM18 x4 (hex:04)
Lemonade x#FirstNum
Water Stone x82 (hex:52)
Awakening x#SecondNum
Escape Rope x121 (hex:79)
Max Elixer x119 (hex:77)
TM01 x[Any qty]

To find the numbers, simply take the first DV * 16 + the second DV. For the second number, do this with the third and fourth DVs



...would be

Thunderstone x177 (hex:B1)
TM18 x4 (hex:04)
Lemonade x250 (hex:FA)
Water Stone x82 (hex:52)
Awakening x170 (hex:AA)
Escape Rope x121 (hex:79)
Max Elixer x119 (hex:77)
TM01 x[Any qty]
Thanks a lot, I'll test results. I have some doubts: what happens if you put numbers that surpass 16 (max DV is 15 in generation I and II). And...
Is it possible to make a generic ACE like generation II in this video?:
Finally: What discussion or theme/topic do u recommend me to learn about this kind of topics? I know generation I and II has a lot of glitches and they have many possibilities, and they use and hex system, but I cant understand at all so I can control the game in the way i want. I dont know if i let me understand, thanks in advance.
Generation II Glitch Discussion / Re: Glitch weather conditions
« Last post by Princess Torchic ❤ on Yesterday at 12:07:25 pm »
Thanks Krys and thanks for the address! :)

That's awesome, will look forward to seeing it. ^^

I have in mind if you could somehow set the weather in a link battle and convince the game that's the weather for both sides it could be a form of both arbitrary code execution and remote code execution, which could be used to create two player pong again. I don't know if you can do that though.
Has anyone else thought of this idea?

Basically in the Generation I game you take a hybrid glitch Pokémon of a real Pokémon, and assign its nickname to that Pokémon, then use Poké Transporter to get it in Generation VII as if you brought over a glitch Pokémon into Generation VII.

You could try for example, a Nidorino named ァ / g J 1.

You could also possibly try this with Pokémon like a Kangaskhan named 'M evolved from 'M (00). Sadly the nickname may go away from this method and illegal moves are blocked, but you could still use another glitch or hacking to get those names.
Pokémon Discussion / Re: Shiny hunting
« Last post by Princess Torchic ❤ on Yesterday at 11:49:25 am »
Lucky to both of you.

I'm still soft-resetting for my Shiny Celebi, ha ha.

I have two of the Odd Eggs Shinies, Pichu (now Alolan Raichu) and Magby (now Magmortar). I may attempt to get more soon.
Pokémon Discussion / Re: Shiny hunting
« Last post by Marv231 on Yesterday at 11:34:06 am »
I managed to get all, but one shiny out of the odd egg.  ;D
The only one, who`s missing is Shiny Tyrogue.

Even resetting shiny Celebi was easier then getting the last one
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