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{{Template:Major_glitches}}
{{Template:Arbitrary_code_execution}}
{{PRAMA|ace-1G}}
{{Bulbapedia}}
{{incomplete|1=<br><br>The following methods of ACE: custom map script pointer, move effect, Trainer escape glitch text box, bad clone summary, Burned Tower Silver, TM/HM use outside of the correct pocket, glitch Pokédex categories, Pikachu glitch emote, specific details on Generation III summary and move animation ACE, and specific details on Generation IV ACE}}
'''Arbitrary code execution''' (Japanese: 任意コード実行) refers to a method that allows the player to force the game to run code in a write-enabled region of the game, often WRAM or RAM (see [http://gameboy.mongenel.com/dmg/asmmemmap.html Game Boy memory map]). If it is manipulable (e.g. if the region is in a representation of the player's current party), this can be abused to run custom code written by the player.
 
It commonly involves an invalid execution pointer (such as via glitch items in Generation I). In English versions, another popular method is as a side effect of the [[Coin Case glitch]] in English {{GS}}, which the player can manipulate to run custom assembly code.
'''Arbitrary code execution''' refers to a method that allows the player to force the game to run code written by the player.
 
This custom code is often spelled with items, as a stack of items uses only two (Generation I/II) or four (Generation III) bytes. Box names are also an option for Generation II games.
It usually uses an invalid execution pointer (glitch items in Generation I, an incorrectly terminated string in English {{GS}}), which the player can manipulate to run custom assembly code.
 
This custom code is often spelled with items, as a stack of items uses only two bytes.
 
==In [[bp:Generation I|Generation I]]==
===Via items===
Each item that is not a TM or HM (more precisely, with ID less than HM01 (0xC4)), when used, gets its effect from a pointer table. For some glitch items, this effect pointer points to the RAM, enabling arbitrary code execution.
Both (glitch) items require a special setup for the item to run correct code.
 
All known ACE glitch items jump into an RAM area that is possible to manipulate, but not quite as easy to manipulate as the item pack. Therefore it is popular to jump to the third item in the item pack, and [[Generation I item codes|write the main payload there]]. This strategy of first jumping to an easier to manipulate RAM area is called "bootstrapping".
For detailed info about these items, read [http://forums.glitchcity.info/index.php/topic,6638.0.html this topic] on GCL forums if playing R/B, or [http://forums.glitchcity.info/index.php/topic,6638.msg189586.html#msg189586 this post] if playing Yellow.
 
There are many ways to obtain those glitch items through glitches. In {{RGB}}, the [[Select glitch]] can easily [[item creation Select glitches|create]] any glitch item. In the international versions, the most common method is to first obtain an [[expanded item pack]], then find the glitch item in the X coordinate ([[Celadon looping map trick]]) or in [[roaming items]].
It is a good idea to read all the topic messages for info.
 
Below is a summary of commonly used ACE glitch items. For more information, including bootstrapping setups, click on the name of an item to go to its [[ItemDex]] page.
====Using てヘ (tehe) in JP Red/Green====
<!-- NOTE : Should be tested for JP Yellow, too -->
Glitch item hex:7B has its execution script pointing to wild Pokémon data. However, by naming yourself (any character)てルぬ(any characters or nothing) and talking to the Old Man, the script jumps to item pack #3.
 
{| class="wikitable sortable"
====Using 8F (English Red/Blue)====
!Version!!ID!!Name!!Effect pointer!!Pointing to!!Notes
The 8F item doesn't run arbitrary code in at least the French versions.
|-
|English Red/Blue||0x6A||[[ItemDex/RB:106|-gm]]||$DA47||Safari Ball count||Followed by Day Care data and box Pokémon data <br /> Equivalent to なかよしバッジ due to the fix for the [[old man full box glitch]]
|-
|Japanese Red/Green/Blue||0x67||[[ItemDexJP/RGB:103|なかよしバッジ]]||$D983||Safari Ball count||Followed by Day Care data and box Pokémon data
|-
|English Red/Blue||0x5D||[[ItemDex/RB:093|8F]]||$D163||Party Pokémon data||Equivalent to 5かい due to the fix for the [[old man full box glitch]]
|-
|European non-English Red/Blue||0x5D||[[ItemDex/RB:093#In other European versions|7EME ETAGE / S7 / 7°P / P7]]||<!-- TODO -->||Party Pokémon data||Same item as 8F
|-
|Japanese Red/Green/Blue||0x5A||[[ItemDexJP/RGB:090|5かい]]||$D123||Party Pokémon data||
|-
|English Yellow||0x63||[[ItemDex/Y:099|ws m]]||$DA7F||Box Pokémon data||
|-
|European non-English Yellow||0x63||[[ItemDex/Y:099#In other European versions|ws l' m / ws & m]]||<!-- TODO -->||Box Pokémon data||Same item as ws m
|-
|English Red/Blue||0x59||[[ItemDex/RB:089|4F]]||$FA65||Middle of Day Care data
|-
|English Yellow||0x59||[[ItemDex/Y:089|4F]]||$FA64||Middle of Day Care data||
|-
|European non-English Yellow||0x59||[[ItemDex/Y:089#In other European versions|3EME ETAGE / S3 / 3°P / P3]]||$FA64||Middle of Day Care data||Same item as 4F
|-
|Japanese Red/Green||0x7B||[[ItemDexJP/RG:123|てヘ]]||$D806||Grass encounter table||Can be changed to the player's name by the [[Old man trick|old man]]<!-- NOTE: Should be tested for JP Yellow, too -->
|-
|Japanese Blue||0x7B||[[ItemDexJP/B:123]]||$D806||Grass encounter table||See てヘ. Requires [[0x50 sub-tile]].
|}
Notice that the items in the European non-English versions are all the same as the corresponding item (with the same ID) in English version; however, due to differences in memory layout, the bootstrapping setups will be slightly different. (The "floor items" have different numbers because in those countries, "first floor" refers to what is called second floor in American English.)
 
====Useful item codes====
The player's party Pokémon must be in a certain order and have certain stats :
See [[Generation I item codes]] for some useful item lists for 8F (and possibly other ACE methods).
# 5 Pokémon
# Pidgey as the first Pokémon
# Parasect as the second Pokémon
# Onix as the third Pokémon
# Tentacool as the fourth Pokémon
# Kangaskhan as the fifth Pokémon
# Pidgey must have 233 HP
To obtain such a Pidgey, Rare Candy it up to Lv100, apply 5~6 HP Ups.
 
===Via text boxes===
If needed get it poisoned, use a Max Potion (not Full Restore !), walk 4*(Pidgey's max HP-233) steps and cure the poison.
Each map has a number of different map-specific text boxes, with a table of pointers pointing to each piece of text. Certain glitches like [[Trainer escape glitch#Text box ID matching|text box ID matching]] can force the game to display a text box that doesn't exist on the current map, which means the pointer may point to anything, including into the RAM. From here, a 0x08 (TX_ASM) text command in a suitable location will enable arbitrary code execution.
 
Notable setups for text box ACE include:
Another setup allows any Pokémon at the front of the party :
# 6 Pokémon
# The first Pokémon does not matter
# Pidgey as the second Pokémon
# Parasect as the third Pokémon
# Onix as the fourth Pokémon
# Tentacool as the fifth Pokémon
# Arbok as the sixth Pokémon
# Pidgey must have 233 HP
 
*[[Sea Route 21 0x44 text box glitch (English Yellow)]], which is accessed by text box ID matching.
*[[Pikachu off-screen glitch#Glitch text box activation and arbitrary code execution|Pikachu off-screen glitch ACE]], which works by forcing the non-existing sign 04 to appear in the Vermilion City Fan Club.
 
===Via "TRAINER 4" (hex:FC)===
When selecting Use on 8F, the game will run code depending on the item pack (starting from item #3)
 
This method will make [[TrainerDex/RB:052|"TRAINER 4"]] (hex:FC) (encountered via the [[Trainer escape glitch]]) run code based on the data of the Pokémon in the current PC box.
The bootstrap code translates to the following ASM :
<code>
; Initial hl = D163<br/>
$D163 <- 05 || dec b<br/>
$D164 <- 24 || inc h ; h = D2<br/>
$D165 <- 2E ||<br/>
$D166 <- 22 || ld l, 22 ; hl = D222 <br/>
$D167 <- 18 || <br/>
$D168 <- 02 || jr 2 ; pc = D16B<br/>
$D169 <- FF ||<br/>
$D16A <- FF ||<br/>
$D16B <- 24 || inc h ; h = D3<br/>
$D16C <- 00 || nop<br/>
$D16D <- e9 || jp (hl) ; pc = D322<br/>
<br/>
</code>
and, for the 6-Pokémon setup,
<code>
<br/><br/>
$D163 <- 06 ||<br/>
$D164 <- ?? || ld b, ??<br/>
$D165 <- 24 || inc h ; h = D2<br/>
$D166 <- 2E ||<br />
$D167 <- 22 || ld l, 22 ; hl = D222<br/>
$D168 <- 18 ||<br/>
$D169 <- 02 || jr 2D ; pc = D197<br/>
(...)<br/>
$D197 <- 24 || inc h ; h = D3<br/>
$D198 <- 00 || nop<br/>
$D199 <- E9 || jp (hl) ; pc = D322
</code>
 
Requirements :
To make 8F run code starting from item 1, replace the Onix with a Tangela.
 
*No Pokémon must ever have been deposited info the Daycare (even on a previous save file)
====Using 7eme etage / P7 / S7 (French & Italian / Spanish / German Red/Blue)====
*Knowing and being able to perform the [[Trainer escape glitch]]
These items (which will be referred to as "7F" for this part) run code like 8F in English versions.
*A Pokémon with a Special stat of 252
 
#One must perform the Trainer escape glitch using a Special stat of 252 (hex:FC)
In these versions, 8F has the much less useful effect of returning to the overworld script even in-battle. This can be used when the Pokémon FF terminator is removed and the player is warped into a Glitch City every four steps, as this will return the player where they were.
#Aside from the [[ZZAZZ glitch|ZZAZZ effects]], upon selecting an attack, code based on the data of the Pokémon that was last deposited into the Daycare (specifically at $FA58) will be run. If no Pokémon was ever deposited, the script will "fall" to boxed Pokémon data.
 
The code at $D040 may also to be adjusted, as not to freeze the game, due to Trainer AI scripts having at least two (ignoring duplicates) separate routines. This Trainer is only known to execute $FA58 and $D040.
The bootstrap code for 7eme etage, P7 or S7 must be slightly changed from the English version: whether using the 5- or 6-Pokémon setup, the player should replace the Onix with a Graveler.
 
{{Youtube|5x9G5BWanWw|TheZZAZZGlitch}}
When selecting Use on 7F, the game will run code depending on the item pack (starting from item #3).
 
==In [[bp:Generation II|Generation II]]==
The bootstrap code translates to the following ASM :
{{PRAMA|ace-2G}}
<code>
; Initial hl = D163<br/>
$D163 <- 05 || dec b<br/>
$D164 <- 24 || inc h ; h = D2<br/>
$D165 <- 2E ||<br/>
$D166 <- 27 || ld l, 27 ; l = 27<br/>
$D167 <- 18 ||<br/>
$D168 <- 02 || jr 2 ; pc = D16B<br/>
$D169 <- FF ||<br/>
$D16A <- FF ||<br/>
$D16B <- 24 || inc h ; h = D3<br/>
$D16C <- 00 || nop<br/>
$D16D <- e9 || jp hl ; pc = D327<br/>
<br/>
</code>
and, for the 6-Pokémon setup,
<code>
<br/><br/>
$D163 <- 06 ||<br/>
$D164 <- ?? || ld b, ??<br/>
$D165 <- 24 || inc h ; h = D2<br/>
$D166 <- 2E ||<br />
$D167 <- 22 || ld l, 22 ; hl = D222<br/>
$D168 <- 18 ||<br/>
$D169 <- 02 || jr 2D ; pc = D197<br/>
(...)<br/>
$D197 <- 24 || inc h ; h = D3<br/>
$D198 <- 00 || nop<br/>
$D199 <- E9 || jp (hl) ; pc = D322<br/>
</code>
 
===Gold and Silver===
To make "7F" run code starting with item 1, replace the Graveler with a Fearow.
{{main|Coin Case glitch}}
 
The English versions of {{GS}} use a hex:57 character as a terminator for the Coin Case's "Coins: (x)" text, like in the Japanese versions.
====Using "ws m" (Yellow)====
The Pokémon in the '''current''' PC box must be in a certain order for the instruction pointer to be redirected to the item pack :
 
While this is a valid control character for the Japanese version, it isn't for the English versions, causing the game to jump into the memory at echo RAM address E112 and execute code there.
# 11 Pokémon in your '''current''' PC box
# Seel as the 1st Pokémon in the current PC box
# Parasect as the 2nd Pokémon in the current PC box
# Growlithe as the 3rd Pokémon in the current PC box
# Magikarp as the 4th Pokémon in the current PC box
# Psyduck as the 5th Pokémon in the current PC box
# Flareon as the 6th Pokémon in the current PC box
# Tentacool as the 7th Pokémon in the current PC box
# Female Nidoran as the 8th Pokémon in the current PC box
# Three more Pokémon
# Finally, Seel's HP must be 233
 
Bellsprout, Machop and Machamp's cries make the coin case run a "inc sp" which changes the game into running code based on a palette table. Standing at certain places makes the code jump to data regarding party Pokémon data, and finally to the PC items.
Much like 8F, the contents of the item pack (starting from item 3) will be read as ASM code. Optionally, Seel can be replaced by Butterfree or Mr. Mime.
 
===Crystal===
The bootstrap code translates to the following ASM :
{{main|0x1500 control code arbitrary code execution}}
<code>
; Initial hl = DA7F<br/>
$DA80 <- 3A || ldd a, (hl) ; a = 0B<br/>
$DA81 <- 2E ||<br/>
$DA82 <- 21 || ld l, 21<br/>
$DA83 <- 85 || add l ; a = 2C<br/>
$DA84 <- 2F || cpl ; a = D3<br/>
$DA85 <- 67 || ld h,a ; hl = D321<br/>
$DA86 <- 18 ||<br/>
$DA87 <- 0F || jr 0F ; pc = DA97<br/>
(...)<br/>
$DA97 <- E9 || jp (hl) ; pc = D321<br/>
<br/>
</code>
 
In {{C}}, there is a recently found way to execute arbitrary code. It is based on getting [[unterminated name Pokémon (Generation II)|a Pokémon with an unterminated name]] (can be done with the [[bad clone glitch]]) and viewing its name unprotected (e.g. in the stats screen or in the PC).
===Useful item codes===
All the following items lists begin from the first item pack slot.
====Non-key item duplication====
<code>
8F
 
This method was first used in a speedrun by Werster. The exploitation strategy consists of renaming boxes to specific names, and jumping there with a specific trainer ID. Until mid 2020, the [[Pokémon Crystal any% speedrun route|any% speedrun route]] was based on this method. However, [https://pastebin.com/3satHMsE the current route] now consists of using wrong pocket TM22 to achieve ACE, using the item quantity buffer and item quantity change buffer to quickly jump into the Mail buffer, where the payload is stored.
The item to duplicate x1
{{Youtube|Gj7m4vh18c8|Werster}}
 
==In [[bp:Generation III|Generation III]]==
X Accuracy x33
There are at least three methods of arbitrary code execution, all stemming from the use of [[Glitzer Popping]].
 
===Via stack overflow===
Revive x201
Certain glitch pokemon have very long species names that overflow the stack and cause execution to jump to save RAM.
</code>
 
The method is dependent on save block ordering and is somewhat impractical, but was first performed in [http://youtu.be/m9pvNYdhldo this video] by TheZZAZZGlitch.
To obtain the 201 Revive stack, have Revive x73 in the sixth item pack slot, then encounter / capture MissingNo or 'M. It will be a stack of 201 Revives.
 
===Via glitch move animation===
Upon using 8F, the quantity of item #2 will be decreased by one. If there was only one item, it will be a stack of zero items. Tossing one of these rolls the quantity back to 255.
Similar to the above, certain glitch moves that can be acquired via Glitzer Popping have animation scripts that point to PC data. When the animation for these moves play, PC data is treated like an animation script and may create sprites, call callbacks, etc.
By writing an animation script that launches a visual or sound task, execution can be redirected into bad data, PC data, PC Box names etc.
Below are the most relevant glitch move IDs, EVs required on the in-game trade Plusle to acquire them with glitzer popping, and target script addresses for different versions of Pokemon Emerald. Note that due to address mirroring, addresses like 0x02330000 are mirrored with 0x02030000.
{| class="wikitable"
|-
!Version!!Move ID!!EVs!!Target
|-
|US||0x1608||8 HP 22 Attack||0x02030400 (Box 12, slot 15)
|-
|JP||0x3110||16 HP 49 Attack||0x02330000 (Box 12, slot 14)
|}
As for the animation script, a Pokemon nickname can be used on Japanese Emerald, using this [https://bulbapedia.bulbagarden.net/wiki/Character_encoding_in_Generation_III character map].
An example script may look like: 1F zz yy xx ww FF to execute code at address 0xWWXXYYZZ.
 
On other versions, setting up the bootstrap script is more complicated. There is a [https://pastebin.com/U5ajVMp8 Pastebin guide] for this by Metarkai.
 
This strategy was used in [https://www.youtube.com/watch?v=cY_O9nRwxc4&t=3309s this TAS] by merrp, using a bootstrap nickname of: 1F 09 18 03 02 FF (まけねうい), targeting Box 1's name.
====Gameshark-like code====
The following item list will work the same way a game-altering device does.
 
This method is somewhat finicky because of its dependence on Emerald's memory layout randomization. If the bootstrap in the PC does not line up exactly with the script address, code will not be executed. This means that blindly, per battle, this method has only a 1/32 chance of actually working.
<code>
8F
 
===Via glitch sprite animation===
Any item x Any qty
Yet another case where glitch pokemon/moves have exploitable behavior. In Emerald, each pokemon's sprite has a small animation when its summary is viewed. Certain glitch pokemon have sprites whose animation callbacks are in RAM, specifically, again, in PC data. Below are the relevant species IDs, EVs required on the in-game trade Seedot to acquire, and target addresses. Again, due to address mirroring, 0x0206xxxx is mirrored with 0x0202xxxx.
{| class="wikitable"
|-
!Version!!Species ID!!EVs!!Target!!ARM/THUMB
|-
|US||0x40E9||233 HP 64 Attack||0x0206FFFF (Box 12 Slot 3)||THUMB
|-
|US||0x0611*||17 HP 6 Attack||0x0206FEFE (Box 12 Slot 3)||ARM
|-
|JP||0x085F||95 HP 8 Attack||0x0206FFFF (Box 12 Slot 3)||THUMB
|-
|JP||0x0615*||21 HP 6 Attack||0x0206FEFE (Box 12 Slot 3)||ARM
|}
Species IDs with asterisks cannot be safely viewed from the summary screen; the game will crash from its species name. They can only be used for ACE by either hatching them from an Egg, or viewing their animation in a Pokemon Contest.
 
[https://problemkaputt.de/gbatek.htm THUMB or ARM code] can be executed by using PC Box names as instructions and leaving Boxes 12-14 empty. This is much easier on JP Emerald due to the number of available characters.
X Accuracy x(b2)
 
On US Emerald using species 0x40E9, since writing THUMB code is extremely limited, it may be useful to place a pokemon with the following nickname in Box 12 Slot 4: (x♂zN”6FFxC). This switches execution into ARM mode at Box 12 Slot 13's nickname, as long as your Trainer ID & Secret ID are valid THUMB instructions.
Carbon x(b3)
 
This glitch has been used in the latest (as of 2020/03/19) Any% WR Emerald speedrun by Startoria: https://www.youtube.com/watch?v=M5HrQM5boQs. The code used in the run was written by merrp.
Max Revive x(b1)
 
This is by far the most consistent method of ACE in Emerald. Once the glitch pokemon is acquired, all that's needed is to look at it, either by hatching it from an Egg, from the summary, or a Pokemon Contest. Although Emerald's memory randomization still shifts PC data around, as long as code is placed far enough past the maximum shift distance, it will execute 100% of the time. This is why it is suggested to place code in box names or Box 12 Slot 4 even though this targets Box 12 Slot 3.
Poké Ball x201
</code>
 
==In [[bp:Generation IV|Generation IV]]==
To obtain the 201 Poké Balls stack, have Poké Balls x73 in the sixth item pack slot, then encounter / capture MissingNo or 'M. It will be a stack of 201 Poké Balls. It is also possible to use the Non-key items duplication code.
===Via Retire glitch===
Executing a script with an index higher than the available script indexes in a map via the [[Retire glitch]] can be used to obtain arbitrary script execution, which can be escalated to full ACE. This method has been [https://www.craft.do/s/VTsIAtSd7ob1uT refined] over time.
 
{{Youtube|tmPzFAuKMA8|RETIRE}}
This code aims to write code like the Gameshark code "01(b1)(b2)(b3)".
 
===Via Alt-Retire glitch===
For example, the code 010138CD, which allows to walk through walls, can be transcripted into the following :
Similarly to the previous method, arbitrary script execution can also be obtained via the [[Alt-Retire glitch]].
 
===Via NPC ASE===
<code>
Interacting with an NPC runs a script with an index equal to the event_id of that NPC. ASE can be obtained through invalid event_ids. Currently, this can only be achieved via an existing ASE method. There is a [https://www.craft.do/s/oLpZYx2GFRf8N1 guide] for this by RETIRE.
X Accuracy x(b2)
 
==In [[bp:Generation VI|Generation VI]]==
Carbon x(b3)
A heap overflow utilising a crafted Secret Base name can be used to achieve arbitrary code execution in Pokémon Omega Ruby and Alpha Sapphire. This vulnerability ("basehaxx") was found by MrNbaYoh and is used to execute homebrew/unsigned code on the 3DS.
 
==Custom data==
Max Revive x(b1)
Arbitrary code execution can be used to create custom data, such as sprites, text and sounds.
 
*[[Arbitrary sprites|Custom Pokémon and Trainer front/back sprites]]
Poké Ball x201
*[[Custom maps]]
</code>
*[[Custom player sprite]]
*[[Custom Pokédex entries]]
*[[Custom screens]]
*[[Custom text boxes]]
*[[Custom tilesets]]
*[[Custom PCM sound effects]]
 
===ViaRelated text boxes=articles==
====Via Trainer escape glitch on Sea Route 21====
{{main|Sea Route 21 arbitrary text box}}
Loading the hex:44 text box on Route 21 (via the shelves of Pokémon goods in Cinnabar Poké Mart) executes arbitrary text code from D2C3 in WRAM (the fifth character of the second Pokémon's nickname). This can be manipulated to run arbitrary code; for example with [[Super Glitch]] and the [[expanded party]] one can convert items in the inventory into Pokémon nicknames and abuse this to obtain Mew as a gift Pokémon via the 08 text function (run ASM following the 08). This trick was documented by Torchickens.
 
====Via Pikachu off-screen glitch====
<!--Much of this text is copied from ChickasaurusGL's video with permission, who (alias Torchickens) is one of the authors of this article https://www.youtube.com/watch?v=evdxp0UgunQ-->
By using the [[Pikachu off-screen glitch]] in the Vermilion City Fan Club and making specific movements to force the non-existing sign 04 to appear at coordinates x=1, y=1, it is possible for the player to read the signpost and execute arbitrary code beginning from D221; the catch rate/held item of party Pokémon 5.
 
Outside of speedrunning, a Graveler with 08 c2 (2242) HP stat experience and 1d d3 (7635) Attack stat experience may be used as an applicable Pokémon 5, preferably a Graveler from Victory Road.
 
If you are using level 44 Graveler, make note that since you can't really predict its total exp. you may not be able to get your result dictated by items. However, saving before the last few Krabby to get different levels or keeping Rare Candies, saving before talking to the text box and using one if it didn't work last time may fix this.
 
To get these specific EVs, your Pokémon needs to have encountered the following Pokémon (and no more):
 
71 Krabby, 1 Farfetch'd, 1 Dugtrio, and 1 Magnemite.
 
(Thanks FMK for working out what Pokémon to battle).
 
====Steps====
Once you have the correct EVs, put your Pokémon in the 5th position of the party, prepare your items from item 1, get the Clefairy event in the Vermilion Fan Club, then do the following steps:
 
1) Go to the bottom-left walkable tile (putting Pikachu off the screen), then walk up to the top and down to the bottom of the left-most column 11 times, but for the 11th time step one tile short on the final way back down.
 
2) Step right, step left, then walk up to the top and down to the bottom of the left-most column 10 times.
 
3) Step right, then go the top-left tile you can walk to, face right and press A.
 
=====Example codes (all from item 1)=====
 
Obtain 255 items:
 
This allows you to do 20+ items related glitches and get more complicated item set ups if you have items like multiple X Special x1 spare.
 
*Protein x1
*Repel x1
*X Accuracy x28
*Lemonade x1
*Poké Ball x61
*Antidote x61
*Water Stone x37
*X Accuracy x97
*TM01 x1
 
Note: This code may be unstable.
 
Encounter a Pokémon:
 
*Iron x37
*X Accuracy x88
*Lemonade x(species you want, 21=Mew)
*Water Stone x4
*Protein x4
*TM01 x1
 
This technique was discovered by stumpdotio, originally for speedrunning Pokémon Yellow using a different method. A video of the route by Dabomstew's may be found [https://www.youtube.com/watch?v=mcsKo4K7BNE here].
 
{{Youtube|evdxp0UgunQ|ChickasaurusGL}}
 
===Via ZZAZZ Trainer hex:FC===
[http://youtu.be/5x9G5BWanWw Video by TheZZAZZGlitch]
 
This method will make the ZZAZZ trainer hex:FC (encountered via the [[Trainer escape glitch]]) to run code based on the data of the Pokémon in the current PC box.
 
Requirements :
* No Pokémon must ever have been deposited info the Daycare (even on a previous save file)
* Knowing and being able to perform the [[Trainer-Fly glitch]]
*A Pokémon with a Special stat of 252
 
# One must perform the Trainer escape glitch using a Special stat of 252 (hex:FC)
# Aside from the ZZAZZ effects, upon selecting an attack, code based on the data of the Pokémon that was last deposited into the Daycare will be run. If no Pokémon was ever deposited, the script will "fall" to boxed Pokémon data.
 
 
==In [[bp:Generation II|Generation II]]==
{{main|Coin Case glitch}}
The English versions of {{GS}} use a hex:57 character as a terminator for the Coin Case's "Coins: (x)" text, like in the Japanese versions.
 
While this is a valid control character for the Japanese version, it isn't for the English versions, causing the game to jump into the memory at echo RAM address E112 and execute code there.
 
Bellsprout, Machop and Machamp's cries make the coin case run a "inc sp" which changes the game into running code based on a palette table. Standing at certain places makes the code jump to data regarding party Pokémon data, and finally to the PC items.
 
 
==In [[bp:Generation III|Generation III]]==
The method is extremely complicated, but can be achieved.
 
To learn how, watch [http://youtu.be/m9pvNYdhldo this video] by TheZZAZZGlitch.
==Related articles==
*[[Executing large programs with arbitrary code execution]].
*[[Cart-swap arbitrary code execution]]
*[[Remote code execution]]
*[[List of 8F bootstrap setups]]
*[[List of 8Farbitrary code execution programs]]
*[[GB Programming]]
 
 
[[Category:Arbitrary code execution|*]]
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[[Category:Generation II glitches]]
[[Category:Generation III glitches]]
[[Category:Generation VI glitches]]
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