Debugging features within Pokémon Gold/Silver/Crystal: Difference between revisions
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A dialogue string "Test event XX?" exists within the coding of Pokémon Gold/Silver, where XX is any integer between 0 and 255, for example; "Test event 04?". XX is from a memory address related to the Real-Time Clock data.{{clarify}} |
A dialogue string "Test event XX?" exists within the coding of Pokémon Gold/Silver, where XX is any integer between 0 and 255, for example; "Test event 04?". XX is from a memory address related to the Real-Time Clock data.{{clarify}} |
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==Pokémon |
==Pokémon and Trainer color test menu and TM/HM compatibility checker== |
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{{main|Pokémon and Trainer color test menu and TM/HM compatibility checker}} |
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[[Image:GSbColorDebug.png|270px|thumb|right|Altering the palette of Bulbasaur using the color test menu in Japanese Pokémon Gold and Silver.]] |
[[Image:GSbColorDebug.png|270px|thumb|right|Altering the palette of Bulbasaur using the color test menu in Japanese Pokémon Gold and Silver.]] |
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The interface still exists in translated versions of the game, but in the English versions [[mojibake]] appears due to the screen not being localized. |
The interface still exists in translated versions of the game, but in the English versions [[mojibake]] appears due to the screen not being localized. |
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In the Japanese version of Gold/Silver; the code for the menu is apparently located at three byte pointer 3F:54F1 (v1.0 and v1.1). |
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Whether the player will be editing Pokémon or Trainers depends on the memory address CF21, where an identifier of 00 activates 'Pokémon mode' and any other identifier activates 'Trainer mode'. |
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In the English versions, the menu is located at 3F:52C9, and the equivalent address for Pokémon/Trainer mode is CEED. |
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===Instructions=== |
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Save states for the color test menus can be found [https://mega.co.nz/#!dhsQBJ4C!l8qxU9aOKDsw63WF6LnGrZpGRWsvBeNDTOnkT4QQzdo here]. |
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Use up/down to move the right facing cursor to point to either the red, green or blue scale. |
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When it points to the red, green or blue scale, the amount of that color can be adjusted by adjusting another cursor with left/right. The cursor positions further to the right mean much color, and cursor positions further to the left mean less color. |
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The colors will mix, for example, maximum red, maximum green and minimum blue will give the color yellow. |
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At the top-right corner of the screen there are two color areas, colored based on different areas of the sprite. Below the color areas are hexadecimal color codes. |
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A cursor points to what color area of the sprite will be changed from adjusting the color scales, and the cursor can be moved with left/right when there is no right-pointing cursor pointing to the color scales. This occurs after pressing up a few times. |
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If the A button is pressed the color alterations are lost, and either shiny (the first, third, fifth, etc. time A is pressed) or regular colors (the second, fourth, sixth, etc. time A is pressed) are applied to both color areas. |
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If the select button is pressed the next Pokémon or Trainer (by index number) will be displayed, but glitch Pokémon #252-255 and #000 cannot be accessed; the test menu starts at Bulbasaur and ends at Celebi, then loops around. |
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===TM/HM compatibility checker=== |
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The TM/HM compatibility checker can be accessed with B. On the first line is red text. Next to 'v w?' (Japanese: おわりますか?) is the name of a TM/HM move, which can be adjusted with up/down. |
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On the second line is green text. Next to s...A (Japanese: はい...A) is either 'v u üs' (Japanese: おぼえられない) or just 'v u' (Japanese: おぼえられる). 'v u üs' means the Pokémon can't be taught the move on the line above by TM/HM. 'v u üs' means it can. |
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===Accessing it with the Coin Case glitch=== |
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Using TheZZAZZGlitch's [[Coin Case glitch]] payload to the quantity of stored item 2, and the same basic method as in his Celebi trick, the following code can be used to activate the test menu: |
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====Code==== |
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Pokémon menu: |
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*inc b |
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*ld a, 3F |
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*inc b |
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*ld hl, 52C9 |
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*rst $08 (CF) |
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04 3E 3F 04 21 C9 52 CF |
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Trainer menu: |
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*inc b (04) |
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*ld a, $3F |
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*inc b |
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*ld h, $CE |
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*ld l, $ED |
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*ld (hli), a |
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*dec b |
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*ld hl, 52C9 |
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*rst $08 |
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04 3e 3f 04 26 ce 2e ed 22 05 21 c9 52 cf |
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====Items==== |
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Pokémon menu: |
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In stored PC items starting from item 2: |
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*(ANYTHING)x 4 |
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*PP Up x63 |
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*Great Ball x33 |
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*TM10 x82 |
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Trainer menu: |
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In stored PC items starting from item 2: |
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*(ANYTHING)x4 |
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*PP Up x63 |
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*Great Ball x38 |
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*TM15 x46 |
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*TM45 x34 |
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*Poké Ball x33 |
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*TM10 x82 |
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*TM16 x(ANYTHING) |
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===Japanese text strings=== |
===Japanese text strings=== |
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The following Japanese text strings are used for this menu: |
The following Japanese text strings are used for this menu: |
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#Aきりかえ▶ ("A switches") |
#Aきりかえ▶ ("A switches (to)") |
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#ノーマル ({{Explain|normal|palette}}) |
#ノーマル ({{Explain|normal|palette}}) |
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#レア ({{Explain|rare|shiny palette}}) |
#レア ({{Explain|rare|shiny palette}}) |