December 12, 2019, 09:46:34 am
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I wanted to know if I could use it with FMK's code, or if I have to erase FMK's code to use the shiny code. Because that sounds tedious and defeats the purpose.Also, don't know if anyone needs this, but I went ahead and made a quick reference for the codes for every move;https://pastebin.com/XSth40BVAnd proof, used it to get an Extremespeed Dratini.
Box 1: A p 0 k 'v A 5 5Box 2: é 'm 2 p [x x x x]Box 3: é A 4 p '5 5 5 5 [filler 5s][box 13 and 14 unchanged from FMK's]
'welcome.And well, I trial and errored my way into what I wanted to know.I took a shiny code, and cut off the bottom three Box names so it looks like this;Ap0'd'vR55é'm2pp0é5 éA4p0'd'vQé?2p0k55 55éA4pppThen the rest was taken up by 5s and FMK's code at the bottom. It turned my Ditto shiny, but still corrupted box 3's name. But I'm assuming (cause I don't know), the last relevant bit of code is éA4p, then the rest was terminating code?I actually tried it the first time without 55éA4ppp (so only 4 Box names) and that didn't change the special and speed, so that's why I'm guessing.
Also completely frivolous, but I saw someone did this in gen 1 and I was wondering if it would work here- can I modify a pokemon's type? If I wanted to make a pokemon with one type a secondary dragon type, how would I go about doing that- and would it remain if I put it in a PC? Cause if not, probably not worth the trouble.
Here's a quick-and-dirty TM 25 Ball Pocket code that I made to teach Ice Beam to Pokemon 5. Due to character limitations, I was restricted to the fourth move, so make sure Pokemon 5 has at least 3 moves before using.Box 1: Ap0?'vm55Box 2: é(male)4p'd555Here's the same code, but for use with the Coin Case (ensure to use FMK's one-off code)Box 1: Ap0?'vm55Box 2: é(male)455555Box 3+ :55555555Box 13: Leave Unchanged (FMK's Code)Box 14: Leave Unchanged (FMK's Code)I have not tested the Coin Case version (I prefer to use TM 25), but it should work as described. If it doesn't, please let me know.
As a general rule of thumb, é*2 (Where * can be anything) will usually mean box names are being modified. éA* (Where * can, again, be anything; But most of the time is 4) is also, usually, the target of the prior name change.
Box 1($D8BF to $D8C7): _ _ _ _ _ _ _ _|_Box 2($D8C8 to $D8D0): _ _ _ _ _ _ _ _|'dBox 3($D8D1 to $D8D9):'l'm'r's't'v _ _|_Box 4($D8DA to $D8E2): _ _ _ _ _ _ _Pk|MnBox 5($D8E3 to $D8EB): - _ _ ? ! . & é|_Box 6($D8EC to $D8F4): _ _ _ ♂ _ × _ /|,Box 7($D8F5 to $D8FD): ♀ 0 1 2 3 4 5 6|7Box 8($D8FE to $D906): 8 9 _ _ _ _ _ _|_Box 9($D907 to $D90F): _ _ _ _ _ _ _ _|_Box10($D910 to $D918): _ _ _ _ _ _ _ _|_Box11($D919 to $D921): _ _ _ _ _ _ _ _|_Box12($D922 to $D92A): _ _ _ _ _ _ _ _|_Box13($D92B to $D933): _ _ _ _ _ _ _ _|_Box14($D934 to $D93C): _ _ _ _ _ _ _ _|_
Though Coin Case gives you a corrupted stack and the game would glitch dimension/freeze after ret, you can solve the issue by using the following edits as part of a footer in your code.Code: [Select]xor ald (ff83),apop depop deinc sppop deor aret nc(Found from deconstructing the box name code here).There is one catch and something you need to know:inc sp (hex:33) cannot normally be represented by box characters. However, you can get the ID for inc sp with the following: xor a; sub fd; sub d0 and then use ld (xxyy),a to self-modify your code to add an inc sp.This method also has a bad side effect of slowing menus down to an extreme, but after closing the menu if you hold down A and tap down you will be able to move the cursor to SAVE, mash A to save the game and reset the game to bring things back to normal.
xor ald (ff83),apop depop deinc sppop deor aret nc
Box 1 : Ap0w'vA55 (XOR A; OR b6; SUB 0x80)Box 2 : é'm2p'v7'v'd (LD [d2f8], A; XOR A; SUB fd; SUB d0)Box 3 : éA355555 (LD [80f9], A)Box 4+: 55555555 (Safe filler code)Box 13: ppéD9éZ× (XOR A; XOR A; LD [83ff], A; LD [f199], A)Box 14: 'l'lA'lx'd55 (POP DE; POP DE; INC SP; POP DE; OR A; RET NC)
Quote from: FMK on October 23, 2017, 12:33:24 amIf you check the box name code on the speedrun page you may notice a version for less laggy credits. The only difference is éZ× (LD [f199], A; A is still at value 0).If you incorporate this in your code the menu lag is no longer present. Only thing which might require a reset is that the player character is still invisible.To include this into FMK's one-off code it would then look like this:Code: [Select]Box 1 : Ap0w'vA55 (XOR A; OR b6; SUB 0x80)Box 2 : é'm2p'v7'v'd (LD [d2f8], A; XOR A; SUB fd; SUB d0)Box 3 : éA355555 (LD [80f9], A)Box 4+: 55555555 (Safe filler code)Box 13: ppéD9éZ× (XOR A; XOR A; LD [83ff], A; LD [f199], A)Box 14: 'l'lA'lx'd55 (POP DE; POP DE; INC SP; POP DE; OR A; RET NC)Usage stays the same as before.
If you check the box name code on the speedrun page you may notice a version for less laggy credits. The only difference is éZ× (LD [f199], A; A is still at value 0).If you incorporate this in your code the menu lag is no longer present. Only thing which might require a reset is that the player character is still invisible.To include this into FMK's one-off code it would then look like this:Code: [Select]Box 1 : Ap0w'vA55 (XOR A; OR b6; SUB 0x80)Box 2 : é'm2p'v7'v'd (LD [d2f8], A; XOR A; SUB fd; SUB d0)Box 3 : éA355555 (LD [80f9], A)Box 4+: 55555555 (Safe filler code)Box 13: ppéD9éZ× (XOR A; XOR A; LD [83ff], A; LD [f199], A)Box 14: 'l'lA'lx'd55 (POP DE; POP DE; INC SP; POP DE; OR A; RET NC)Usage stays the same as before.
Say, does anyone know how to enable walk through walls in gen 2? Or know what adress to edit for it?
If you change addresses CEA3-CEA6 to 08 (or apparently all values 08-0E), it will allow you to walk through almost any wall. However these addresses will be reset after taking a step, so if you want to do this with arbitrary code execution it must be done with something like many uses of wrong pocket TM/HM code execution (as Coin Case requires moving in a specific pattern), or "real time arbitrary code execution".
If you change addresses CEA3-CEA6 to 08 (or apparently all values 08-0E), it will allow you to walk through almost any wall.