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Guides:SRAM Glitch ACE Setups (Yellow): Difference between revisions

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===Setting up 4F to execute item codes===
 
Next, we'll be entering a list of fivethree nicknames that gives us the glitch item named "4F" and the necessary bootstrap. This ensures that using 4F will activate the item code.
 
{| class="wikitable"
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* Open the item bag. Swap the original contents of item slot #41 with the X Accuracy x243. This will deactivate Map Script ACE.
* Finally, verify that 4F works by using it. If the game doesn't crash, 4F was set up correctly.
 
'''Note: due to item layouts and translation differences between languages, 4F goes by different item names across multiple languages. '''
* '''French: 3EME ETAGE'''
* '''German: S3'''
* '''Italian: 3°P'''
* '''Spanish: P3'''
 
{| class="wikitable"
Line 301 ⟶ 307:
===Setting up the Nickname Writer===
 
* Next, we'll be entering a list of fourteenthirteen nicknames. This will form a small program that, when activated using 4F, will allow us to easily write large amount of arbitrary code using the nickname screen. For the Italian version, please ensure to pick the correct list of codes for your language.
 
{| class="wikitable"
Line 313 ⟶ 319:
 
* Pick up Eevees and enter the nicknames in the above screenshot one by one. '''The nicknames from this list needs to be entered in this exact order from the top to the bottom.'''
* Once all nicknames have been entered, look at your trainer card, then use 4F. This should open a screen in which you're asked to enter a pokémon's nickname
* Exit the room and head to the pokémon center. We'll be testing out the Nickname writer.
* Once you're at the pokémon center, use 4F. This should open a screen in which you're asked to enter a pokémon's nickname
* For now, press START to end writing the nickname. This should display the main menu, a number should be written on screen.
* Press SELECT to exit the Nickname Writer safely.
 
===Using the nickname writer===
 
From this point onward, whenever you use the ACE item, you should be able to open the nickname writer. Please make sure to respectkeep note of the following:
* TheSince the Nickname Writer only works whenindependently you have the Eevee-filled box set asof the current active box., '''Attemptingyou tocan usechange the Nickname Writer with any other boxes set ascurrent active willbox likelyhowever crashmuch theyou gamelike.'''
* When writing data, the Nickname Writer will overwrite enemy party data. While this does not have any effect outside of battle, it is recommended to not use the Nickname Writer in battle.
* Make sure to only use the Nickname Writer inside a pokémon center to ensure that the checksums are correctly displayed.'''
* As a side effect, the Nickname Writer will overwrite the nicknames of the first party pokémon.
 
The program works as follows:
Line 330 ⟶ 334:
* This nickname then gets converted to a sequence of five bytes.
* All five bytes are written starting from the starting location
* The program displays a glitched overworld view, along with a checksum (sum of all written byte values) towards the top right of the screen to confirm that you correctly entered the code. '''If the printed checksum doesn't match the expected checksum, you made a mistake entering a code.''' The glitched overworld view is temporary and will not affect your game.
* Afterwards, it waits for the user to decide what to do.
 
During the input phase, the controls are as follows:
* '''Press A''' for the program to ask for a new nickname and convert that to the next five bytes to be written.
* '''Press B''' to go back one byte at a time. The checksum will automatically be overwritten by the value written at the current selected address, giving you a measure of how far back you're going. If a name is incorrect, press B five times before pressing A, entering the nickname again to overwrite the incorrect nickname.
* '''Press START''' to immediately start executing the newly written program. '''Only do this when you've finished writing everything.'''
* '''Press SELECT''' to safely quit the Nickname Writer, without executing the newly written code.
 
{| class="wikitable"
! Write mode !! Input mode
|-
! [[File:RB Name writer write mode.png|thumb]]!![[File:RB Name writer input mode.png|thumb]]
! [[File:RB Name writer input mode.png]]
|-
| PressEnter nickname, press select to switch between uppercase/lowercase || Checksum ("4E", in this case) is displayed rightas nexta tohex value on the top right ITEMquadrant
|}
 
During the input phase, the controls are as follows:
* '''Press A''' for the program to ask for a new nickname and convert that to the next five bytes to be written.
* '''Press B''' to go back one byte at a time. The checksum will automatically be overwritten by the value written at the current selected address, giving you a measure of how far back you're going. '''This function is only needed if you accidentally confirmed a nickname without writing all 10 characters.'''
* '''Press START''' to immediately start executing the newly written program. '''Only do this when you've finished writing everything.'''
* '''Press SELECT''' to safely quit the Nickname Writer, without executing the newly written code.
* '''Press any button on the D-pad''' to go back five bytes and ask for a new nickname to correct errors. '''Use this if the printed checksum does not match the predicted checksum and the last written nickname contained ten characters.'''
 
==Step 6: Returning the game state to normal==
Line 389 ⟶ 393:
D3 21 65 DA 36
6E 23 36 D6 01
01 59 CDC3 42 3E
</pre>
|-
Line 409 ⟶ 413:
D3 21 65 DA 36
6E 23 36 D6 01
01 59 CDC3 44 3E
</pre>
|-
Line 429 ⟶ 433:
D3 21 65 DA 36
6E 23 36 D6 01
01 59 CDC3 3D 3E
</pre>
|-
Line 449 ⟶ 453:
D3 21 65 DA 36
6E 23 36 D6 01
01 59 CDC3 44 3E
</pre>
|}
Line 467 ⟶ 471:
** Alters the exit of the poké center to lead out to Pallet Town
 
From this point onward, you can exit the Poké Centerpenthouse and continue the story as normal.
 
==Additional applications of the Nickname Writer==
 
The Nickname Writer allows you to easily write and execute arbitrary payloads. You can either make and execute your own codes, or head to the [[Guides:Nickname Writer Codes|Nickname Writer codes]] page. This page contains a collection of assembly for nickname codes that can be used for a variety of common purposes such as editing pokémon and items, editing player stats, resetting legendaries etc..
 
[[Guides:Nickname Writer Codes|Nickname Writer Codes]]
 
=Addendum: raw text transcripts of nickname codes=
 
These are provided as an alternative in case images fail to load.
 
==Infinite Eevee Mode Nickname==
 
{| class="wikitable"
! Nickname (FR/IT/SP) !! Nickname (DE)
|-
|<pre>
C l l U ) : : ; W ;</pre>||<pre>
C l d e d M : ; W ;</pre>
|}
 
==4F Bootstrap Nicknames==
 
{| class="wikitable"
! List of nicknames (FR/IT/SP) !! List of nicknames (DE)
|-
|<pre>
g . [ . ] , k Mn * Pk
* ( u z z , , . ] ,
a Pk z q R r k Mn Pk X
</pre>||<pre>
ü u v ö ö k ü m M l
Mn y y r z , , . ] ,
Ü ; w w * * ü m v ♂
</pre>
|}
 
==Nickname Writer==
 
{| class="wikitable"
! French !! German !! Italian !! Spanish
|-
| <pre>
a b v v ) l l C d d
j ? ) V t v v v l Mn
q p y y ] z y p g F
a Pk j ? t K K b c c
R j j m v w w P P p
l l M v U U u l : ♀
P x w v v W M m m w
A B r q x Pk z g g h
i z , [ o w o x w x
( ) ) ) ) , , ] ] .
j ! U ? ? u w v u !
a Pk y o x ♀ ♂ ♂ ( ?
r p O ; ; [ : ; : ;
</pre>
|| <pre>
a b v v l L L Ü U Ö
ä s R j t v v v Ü u
q p y y o ) ] Pk ) )
a - ä s t K K b c c
R j j m v w w P P p
l l M v V V u l u ü
P x w v v W M m m w
A B Ä S ü ü Ü U u L
T - - Ä Ä S Z Pk z r
Q p ) ) ) , , ] ] .
Ä z y [ ♀ W w v ü ü
a Pk Mn ? ! U M v u u
r p O ; ; [ : ; : ;
</pre>
|| <pre>
a b v v ) l l C d d
j ? ) V t v v v l Mn
q p y y ] z y p g F
u u j ? t K K b c c
R j j m v w w P P p
l l M v V V u l : ♀
P x w v v W M m m w
A B r q x Pk z g g h
i z , [ o w o x w x
( ) ) ) ) , , ] ] .
j ! U ? ? u w v u !
a Pk ] g y . P p p x
r p O ; ; [ : ; : ;
</pre>
|| <pre>
a b v v ) l l C d d
j ? ) V t v v v l Mn
q p y y ] z y p g F
a - j ? t K K b c c
R j j m v w w P P p
l l M v V V u l : ♀
P x w v v W M m m w
A B r q x Pk z g g h
i z , [ o w o x w x
( ) ) ) ) , , ] ] .
j ! U ? ? u w v u !
a Pk , , - : : V u u
r p O ; ; [ : ; : ;
</pre>
|}
 
=Addendum: technical explanation of the setup=
 
==Nickname Converter Item Code==
 
===Explanation===
 
The item code itself consists of two components. The first 10 items are used to write a program that takes text characters from the nicknames of characters currently within the active box, converts them, then writes the resulting values to unused memory starting from $D66E.
 
Pairs of text characters are converted to single values through a [(2a + b)%256] formula, where a is the value of the first character and b the value of the second. text terminators are skipped, the code will stop and execute the newly written code once it either reads a $00 value or if values are being read past $DEFF.
 
<pre>
11 6E D6 ld de, UNUSED_MEMORY ; Memory between $D66F and $D6F4 goes unused
D5 push de
21 0A DE ld hl, wBoxNicks
.loop
2A ldi a, (hl)
03 inc bc ; Filler, no effect on flags
87 add a
0B dec bc ; Filler, compensates previous inc bc, no effect on flags
30 04 jp nc, .notChar ; Aside from space (should not be used), "add a" will only give nc if value read is not a text char
86 add a, (hl)
12 ld (de), a
2C inc l ; Affects z flag
13 inc de
.notChar
20 F4 jp nz, .loop ; Loop unless l rolled over to $00 or value read was $00
C9 ret ; Due to previous push de, this ret will cause execution to resume from $D66A onward, immediately running the newly written code
</pre>
 
The last item, the X Accuracy, simply form a pointer to $F32E. Due to echo RAM this address is equivalent to $D32E, which correspond to item #7's item ID, the start of the item code. By replacing the map script pointer with this item, we can redirect the map script routine to execute the item code instead. This routine is executed on every frame, as long as the start menu isn't open.
 
===Raw Assembly===
 
<pre>
11 6E Max Potion x110
D6 D5 TM14 x213
21 0A Thunderstone x10
DA 2A TM22 x42
03 87 Great Ball x135
0B 30 Antidote x48
04 86 Poké Ball x134
12 2C Hyper Potion x44
13 20 Super Potion x32
F4 C9 TM44 x201
 
2E F3 x243
</pre>
 
==Infinite Eevee Nickname==
 
===Explanation===
 
The Infinite Eevee mode nickname writes $00 to the lower byte of wMissableObjectList, causing a misalignment in how the game applies NPC disappearance, causing Eevee's pokéball to stay permanently visible until the game is reset or the player leaves the Celadon Mansion penthouse.
 
<pre>
AF xor a ; a = $00
EA D2 D5 ld (wMissableObjectList), a ; Misaligns which objects are made invisible
C9 ret
</pre>
 
===Raw Assembly===
 
<pre>
AF EA D2 D5 C9
</pre>
 
==4F Boostrap Nicknames==
 
This set of nicknames, when converted, will modify item #1's ID to be 4F and writes a bootstrap so that using it will lead to execution of the item code from $D32E onward. It requires the presence of the Infinite Eevee Mode Nickname (see previous section) to properly return.
 
<pre>
21 22 D3 ld hl, wBagItems ; item #1's ID
36 59 ld (hl), $59 ; 4F's item ID
7C ld a, h ; a = $D3
21 66 DA ld hl, 4F_Execution_Pointer +2
32 ldd (hl), a
3E 2E ld a, $2E
22 ldi (hl), a
36 C3 ld (hl), $C3
; The contents of the first nickname (see previous section) are written right after this, ensuring safe return.
</pre>
 
===Raw Assembly===
 
<pre>
21 22 D3 36 59
7C 21 66 DA 32
3E 2E 32 36 C3
</pre>
 
==Using 4F==
 
===Explanation===
 
Using 4F, an invalid item, will cause the game to index the item effects table out of bounds, leading to an invalid execution pointer. For 4F, this causes the game to execute code from $FA64 onward. Due to echo RAM, this address is equivalent to $DA64. Thanks to the bootstrap that was applied earlier, this will then cause the game to jump to $D32E, corresponding to the start of the item code.
 
<pre>
C3 2E D3 jp ITEM_7_ID
</pre>
 
===Raw Assembly===
 
<pre>C3 2E D3</pre>
 
==Nickname Writer==
 
===Explanation===
 
The Nickname Writer is a small program that, using nicknames as input, is able to write arbitrary amounts of custom code relatively quickly. It first request a nickname as input, then converts that data to custom code, then displays a checksum of the written data and finally asks the player to provide additional input.
 
The value of the checksum is calculated by [($80 + the sum of all written values)%256]. Custom code is buffered and executed within enemy party data. Due to how it calls DisplayNameRaterScreen, it will also nickname a party pokémon corresponding to the item slot that 4F currently occupies.
 
====French====
 
<pre>
11 B9 D8 ld de, $D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 1E 63 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
CD 1A 39 call $391A ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
21 4F CF ld hl, wStringBuffer ; Address where new name gets written to
D1 pop de ; Continue writing from last saved de
.newChar
2A ld a, (hli)
87 add a
30 09 jp nc, .terminator ; If blank space as first character of pair, only terminator $50 will result in a nc result
86 add a, (hl)
12 ld (de), a
13 inc de
23 inc hl
81 add a, c ; Current checksum total is buffered in c
12 ld (de), a
4F ld c, a
18 F3 jp .newChar
.terminator
D5 push de
21 00 C4 ld hl, $C400 ; Corresponds to screen tile
0E 01 ld c, $01 ; How many bytes printed as numbers?
CD BC 13 call PrintBCDNumber.loop
.numLoop
2D dec l
CB FE set 7, (hl)
20 FB jp nz, .numLoop ; Repeat until hl == $C400
75 ld (hl), l ; Nulls out $C400
.inputLoop
CD 21 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5
F0 B5 ld a, (hJoy5)
E6 0F and $0F ; Set z flag if A, B, START, SELECT not pressed
28 F7 jp z, .inputLoop
1F rra ; Is A pressed? If yes, set c flag
D1 pop de
38 CB jr c, .newMail
1B dec de
1F rra ; Is B pressed? If yes, set c flag
38 E1 jr c, .terminator
1F rra ; Is SELECT pressed? If yes, set c flag
E1 pop hl ; pop starting address to hl
D8 ret c ; If SELECT pressed, simply return to normal operations
E9 jp hl ; If START pressed, jump to hl to execute newly written code
</pre>
 
====German====
 
<pre>
11 B9 D8 ld de, $D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 AA 62 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
CD 1C 39 call $391C ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
21 4F CF ld hl, wStringBuffer ; Address where new name gets written to
D1 pop de ; Continue writing from last saved de
.newChar
2A ld a, (hli)
87 add a
30 09 jp nc, .terminator ; If blank space as first character of pair, only terminator $50 will result in a nc result
86 add a, (hl)
12 ld (de), a
13 inc de
23 inc hl
81 add a, c ; Current checksum total is buffered in c
12 ld (de), a
4F ld c, a
18 F3 jp .newChar
.terminator
D5 push de
21 00 C4 ld hl, $C400 ; Corresponds to screen tile
0E 01 ld c, $01 ; How many bytes printed as numbers?
CD BF 13 call PrintBCDNumber.loop
.numLoop
2D dec l
CB FE set 7, (hl)
20 FB jp nz, .numLoop ; Repeat until hl == $C400
75 ld (hl), l ; Nulls out $C400
.inputLoop
CD 23 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5
F0 B5 ld a, (hJoy5)
E6 0F and $0F ; Set z flag if A, B, START, SELECT not pressed
28 F7 jp z, .inputLoop
1F rra ; Is A pressed? If yes, set c flag
D1 pop de
38 CB jr c, .newMail
1B dec de
1F rra ; Is B pressed? If yes, set c flag
38 E1 jr c, .terminator
1F rra ; Is SELECT pressed? If yes, set c flag
E1 pop hl ; pop starting address to hl
D8 ret c ; If SELECT pressed, simply return to normal operations
E9 jp hl ; If START pressed, jump to hl to execute newly written code
</pre>
 
====Italian====
 
<pre>
11 B9 D8 ld de, $D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 E4 62 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
CD 15 39 call $3915 ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
21 4F CF ld hl, wStringBuffer ; Address where new name gets written to
D1 pop de ; Continue writing from last saved de
.newChar
2A ld a, (hli)
87 add a
30 09 jp nc, .terminator ; If blank space as first character of pair, only terminator $50 will result in a nc result
86 add a, (hl)
12 ld (de), a
13 inc de
23 inc hl
81 add a, c ; Current checksum total is buffered in c
12 ld (de), a
4F ld c, a
18 F3 jp .newChar
.terminator
D5 push de
21 00 C4 ld hl, $C400 ; Corresponds to screen tile
0E 01 ld c, $01 ; How many bytes printed as numbers?
CD BF 13 call PrintBCDNumber.loop
.numLoop
2D dec l
CB FE set 7, (hl)
20 FB jp nz, .numLoop ; Repeat until hl == $C400
75 ld (hl), l ; Nulls out $C400
.inputLoop
CD 1C 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5
F0 B5 ld a, (hJoy5)
E6 0F and $0F ; Set z flag if A, B, START, SELECT not pressed
28 F7 jp z, .inputLoop
1F rra ; Is A pressed? If yes, set c flag
D1 pop de
38 CB jr c, .newMail
1B dec de
1F rra ; Is B pressed? If yes, set c flag
38 E1 jr c, .terminator
1F rra ; Is SELECT pressed? If yes, set c flag
E1 pop hl ; pop starting address to hl
D8 ret c ; If SELECT pressed, simply return to normal operations
E9 jp hl ; If START pressed, jump to hl to execute newly written code
</pre>
 
====Spanish====
 
<pre>
11 B9 D8 ld de, $D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 DC 62 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
CD 1C 39 call $391C ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
21 4F CF ld hl, wStringBuffer ; Address where new name gets written to
D1 pop de ; Continue writing from last saved de
.newChar
2A ld a, (hli)
87 add a
30 09 jp nc, .terminator ; If blank space as first character of pair, only terminator $50 will result in a nc result
86 add a, (hl)
12 ld (de), a
13 inc de
23 inc hl
81 add a, c ; Current checksum total is buffered in c
12 ld (de), a
4F ld c, a
18 F3 jp .newChar
.terminator
D5 push de
21 00 C4 ld hl, $C400 ; Corresponds to screen tile
0E 01 ld c, $01 ; How many bytes printed as numbers?
CD BF 13 call PrintBCDNumber.loop
.numLoop
2D dec l
CB FE set 7, (hl)
20 FB jp nz, .numLoop ; Repeat until hl == $C400
75 ld (hl), l ; Nulls out $C400
.inputLoop
CD 23 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5
F0 B5 ld a, (hJoy5)
E6 0F and $0F ; Set z flag if A, B, START, SELECT not pressed
28 F7 jp z, .inputLoop
1F rra ; Is A pressed? If yes, set c flag
D1 pop de
38 CB jr c, .newMail
1B dec de
1F rra ; Is B pressed? If yes, set c flag
38 E1 jr c, .terminator
1F rra ; Is SELECT pressed? If yes, set c flag
E1 pop hl ; pop starting address to hl
D8 ret c ; If SELECT pressed, simply return to normal operations
E9 jp hl ; If START pressed, jump to hl to execute newly written code
</pre>
 
===Raw Assembly===
 
====French====
 
<pre>
11 B9 D8 D5 D5
21 1E 63 CD 1A
39 0E 80 21 4F
CF D1 2A 87 30
09 86 12 13 23
81 12 4F 18 F3
D5 21 00 C4 0E
01 CD BC 13 2D
CB FE 20 FB CD
21 38 F0 B5 E6
0F 28 F7 1F D1
38 CB 1B 1F 38
E1 1F E1 D8 E9
</pre>
 
====German====
 
<pre>
11 B9 D8 D5 D5
21 AA 62 CD 1C
39 0E 80 21 4F
CF D1 2A 87 30
09 86 12 13 23
81 12 4F 18 F3
D5 21 00 C4 0E
01 CD BF 13 2D
CB FE 20 FB CD
23 38 F0 B5 E6
0F 28 F7 1F D1
38 CB 1B 1F 38
E1 1F E1 D8 E9
</pre>
 
====Italian====
 
<pre>
11 B9 D8 D5 D5
21 E4 62 CD 15
39 0E 80 21 4F
CF D1 2A 87 30
09 86 12 13 23
81 12 4F 18 F3
D5 21 00 C4 0E
01 CD BF 13 2D
CB FE 20 FB CD
1C 38 F0 B5 E6
0F 28 F7 1F D1
38 CB 1B 1F 38
E1 1F E1 D8 E9
</pre>
 
====Spanish====
 
<pre>
11 B9 D8 D5 D5
21 DC 62 CD 1C
39 0E 80 21 4F
CF D1 2A 87 30
09 86 12 13 23
81 12 4F 18 F3
D5 21 00 C4 0E
01 CD BF 13 2D
CB FE 20 FB CD
23 38 F0 B5 E6
0F 28 F7 1F D1
38 CB 1B 1F 38
E1 1F E1 D8 E9
</pre>
 
==Cleanup Code (new save)==
 
===Explanation===
 
This code cleans up every negative side effect brought on by the setup and allows the player to continue the story as intended, with the exception of 4F being added to the item bag, enabling use of the Nickname Writer.
 
The negative effects targeted are:
* By picking up Eevee, we have flagged its poké ball as "obtained"
* The current active box is filled with nicknamed Eevees
* The item pack currently has 255 items
* The item code is currently still required to run the Nickname Writer
* We currently have two badges set as obtained
* Our pokédex currently has 152 pokémon species caught, preventing the story from continuing
* Setting up SRAM glitch has given us a party of 255 pokémon
* We are currently located in the Celadon Pokémon center, while we need to return to Pallet Town to pick up the starter pokémon
 
====French====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
EA 5A D3 ld (wObtainedBadges), a ; Reset badges
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
01 26 00 ld bc, 0026
21 FB D2 ld hl, wPokedexOwned
.loop
22 ldi (hl), a
0D dec c
20 FC jp nz, .loop ; Fully clear all Pokédex flags
2E B5 ld l, $B5 ; hl = $D3B6, within wWarpEntries
22 ldi (hl), a
22 ldi (hl), a
23 inc hl
23 inc hl
22 ldi (hl), a
22 ldi (hl), a ; Changes first two warp tiles to lead to Pallet Town instead
EA 67 D1 ld (wPartyCount), a ; Set amount of pokémon in party to 0
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
01 01 59 ld bc, $5901
CD 42 3E call GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
21 64 DA ld hl, $DA64 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
C9 ret
</pre>
 
====German====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
EA 5A D3 ld (wObtainedBadges), a ; Reset badges
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
01 26 00 ld bc, 0026
21 FB D2 ld hl, wPokedexOwned
.loop
22 ldi (hl), a
0D dec c
20 FC jp nz, .loop ; Fully clear all Pokédex flags
2E B5 ld l, $B5 ; hl = $D3B6, within wWarpEntries
22 ldi (hl), a
22 ldi (hl), a
23 inc hl
23 inc hl
22 ldi (hl), a
22 ldi (hl), a ; Changes first two warp tiles to lead to Pallet Town instead
EA 67 D1 ld (wPartyCount), a ; Set amount of pokémon in party to 0
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
01 01 59 ld bc, $5901
CD 44 3E call GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
21 64 DA ld hl, $DA64 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
C9 ret
</pre>
 
====Italian====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
EA 5A D3 ld (wObtainedBadges), a ; Reset badges
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
01 26 00 ld bc, 0026
21 FB D2 ld hl, wPokedexOwned
.loop
22 ldi (hl), a
0D dec c
20 FC jp nz, .loop ; Fully clear all Pokédex flags
2E B5 ld l, $B5 ; hl = $D3B6, within wWarpEntries
22 ldi (hl), a
22 ldi (hl), a
23 inc hl
23 inc hl
22 ldi (hl), a
22 ldi (hl), a ; Changes first two warp tiles to lead to Pallet Town instead
EA 67 D1 ld (wPartyCount), a ; Set amount of pokémon in party to 0
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
01 01 59 ld bc, $5901
CD 3D 3E call GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
21 64 DA ld hl, $DA64 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
C9 ret
</pre>
 
====Spanish====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
EA 5A D3 ld (wObtainedBadges), a ; Reset badges
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
01 26 00 ld bc, 0026
21 FB D2 ld hl, wPokedexOwned
.loop
22 ldi (hl), a
0D dec c
20 FC jp nz, .loop ; Fully clear all Pokédex flags
2E B5 ld l, $B5 ; hl = $D3B6, within wWarpEntries
22 ldi (hl), a
22 ldi (hl), a
23 inc hl
23 inc hl
22 ldi (hl), a
22 ldi (hl), a ; Changes first two warp tiles to lead to Pallet Town instead
EA 67 D1 ld (wPartyCount), a ; Set amount of pokémon in party to 0
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
01 01 59 ld bc, $5901
CD 44 3E call GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
21 64 DA ld hl, $DA64 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
C9 ret
</pre>
 
===Raw Assembly===
 
====French====
 
<pre>
21 B2 D5 CB AE
AF EA 5A D3 21
84 DA 22 3D 22
AF 01 26 00 21
FB D2 22 0D 20
FC 2E B5 22 22
23 23 22 22 EA
67 D1 EA 21 D3
01 01 59 CD 42
3E 21 65 DA 36
6E 23 36 D6 C9
</pre>
 
====German====
 
<pre>
21 B2 D5 CB AE
AF EA 5A D3 21
84 DA 22 3D 22
AF 01 26 00 21
FB D2 22 0D 20
FC 2E B5 22 22
23 23 22 22 EA
67 D1 EA 21 D3
01 01 59 CD 44
3E 21 65 DA 36
6E 23 36 D6 C9
</pre>
 
====Italian====
 
<pre>
21 B2 D5 CB AE
AF EA 5A D3 21
84 DA 22 3D 22
AF 01 26 00 21
FB D2 22 0D 20
FC 2E B5 22 22
23 23 22 22 EA
67 D1 EA 21 D3
01 01 59 CD 3D
3E 21 65 DA 36
6E 23 36 D6 C9
</pre>
 
====Spanish====
 
<pre>
21 B2 D5 CB AE
AF EA 5A D3 21
84 DA 22 3D 22
AF 01 26 00 21
FB D2 22 0D 20
FC 2E B5 22 22
23 23 22 22 EA
67 D1 EA 21 D3
01 01 59 CD 44
3E 21 65 DA 36
6E 23 36 D6 C9
</pre>
 
==Cleanup Code (existing save)==
 
===Explanation===
 
This code cleans up every negative side effect brought on by the setup and allows the player to continue the story as intended, with the exception of 4F being added to the item bag, enabling use of the Nickname Writer.
 
The negative effects targeted are:
* By picking up Eevee, we have flagged its poké ball as "obtained"
* The current active box is filled with nicknamed Eevees
* The item pack currently has 255 items
* The item code is currently still required to run the Nickname Writer
 
Since existing saves do not have to set up SRAM glitch, there are a lot less side effects that need to be addressed by the cleanup code.
 
====French====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
21 65 DA ld hl, $DA65 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
01 01 59 ld bc, $5901
C3 42 3E jp GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
</pre>
 
====German====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
21 65 DA ld hl, $DA65 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
01 01 59 ld bc, $5901
C3 44 3E jp GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
</pre>
 
====Italian====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
21 65 DA ld hl, $DA65 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
01 01 59 ld bc, $5901
C3 3D 3E jp GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
</pre>
 
====Spanish====
 
<pre>
21 B2 D5 ld hl, $D5B2 ; Part of wMissableObjectFlags
CB AE res 5, (hl) ; Reenable Eevee's poké ball
AF xor a ; a = $00
21 84 DA ld hl, wBoxCount
22 ldi (hl), a ; Set amount of pokémon in box to 0
3D dec a ; a = $FF
22 ldi (hl), a ; Add proper terminator to wBoxSpecies
AF xor a ; a = $00
EA 21 D3 ld (wNumBagItems), a ; Set amount of items to 0
21 65 DA ld hl, $DA65 ; Part of 4F bootstrap
36 6E ld (hl), $6E
23 inc hl
36 D6 ld (hl), $D6 ; 4F now redirects directly to Nickname Writer
01 01 59 ld bc, $5901
C3 44 3E jp GiveItem ; Gives c amount of b item, giving 1 copy of 4F.
</pre>
 
===Raw Assembly===
 
====French====
 
<pre>
21 B2 D5 CB AE
AF 21 84 DA 22
3D 22 AF EA 21
D3 21 65 DA 36
6E 23 36 D6 01
01 59 C3 42 3E
</pre>
 
====German====
 
<pre>
21 B2 D5 CB AE
AF 21 84 DA 22
3D 22 AF EA 21
D3 21 65 DA 36
6E 23 36 D6 01
01 59 C3 44 3E
</pre>
 
====Italian====
 
<pre>
21 B2 D5 CB AE
AF 21 84 DA 22
3D 22 AF EA 21
D3 21 65 DA 36
6E 23 36 D6 01
01 59 C3 3D 3E
</pre>
 
====Spanish====
 
<pre>
21 B2 D5 CB AE
AF 21 84 DA 22
3D 22 AF EA 21
D3 21 65 DA 36
6E 23 36 D6 01
01 59 C3 44 3E
</pre>
 
[[Category:Guides]]
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