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

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* 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 keep note of the following:
* Since the Nickname Writer works independently of the current active box, you can change the current active box however much you like.
* AsWhen awriting side effectdata, the Nickname Writer will overwrite theenemy nicknamesparty ofdata. theWhile partythis pokémondoes correspondingnot withhave theany currenteffect item slotoutside of 4F.battle, '''Pleaseit makeis surerecommended to keepnot 4F inuse the firstNickname 6Writer itemin slots while using the Nickname Writerbattle.'''
 
The program works as follows:
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* 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.
 
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! 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 ata thehex endvalue ofon the secondtop main menuright entryquadrant
|}
 
Line 518 ⟶ 519:
q p y y ] z y p g F
a Pk j ? t K K b c c
hR qj yj qm jv jw *w TP SP jp
bl Ll M v U U u l : ♀ ♀ Pk
P x w v lv lW 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 Mny So Mnx ] Y ; ( ?
q r Ap O a; i; I[ h: H; h: H;
</pre>
|| <pre>
Line 533 ⟶ 534:
q p y y o ) ] Pk ) )
a - ä s t K K b c c
kR kj Üj :m :v äw äw P P p
Sl jl KM lv V V u l u ü : T
KP Öx Üw ;v wv VW 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
Üa ;Pk WMn w? y! .U M v u u
tr lp LO K; L; Ü[ : ; : ;
</pre>
|| <pre>
Line 548 ⟶ 549:
q p y y ] z y p g F
u u j ? t K K b c c
hR qj yj qm jv jw *w TP SP jp
bl Ll LM jv rV rV gu Pkl Z: Z
P x w v lv lW 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 !
va xPk x] og xy . P p vp lx
q r Ap O a; i; I[ h: H; h: H;
</pre>
|| <pre>
Line 563 ⟶ 564:
q p y y ] z y p g F
a - j ? t K K b c c
hR qj yj qm jv jw *w TP SP jp
bl Ll LM jv rV rV gu Pkl Z: Z
P x w v lv lW 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 Z, Mn, Mn- ]: : V u u
q r Ap O a; i; I[ h: H; h: H;
</pre>
|}
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===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 $D66AD66E.
 
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 6F6E D6 ld de, UNUSED_MEMORY ; Memory between $D66F and $D6F4 goes unused
D5 push de
21 0B0A DE ld hl, wBoxNicks
.loop
2A ldi a, (hl)
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</pre>
 
The last item, the LeafX StoneAccuracy, simply form a pointer to $F32FF32E. Due to echo RAM this address is equivalent to $D32FD32E, which correspond to item #67'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 6F6E Max Potion x111x110
D6 D5 TM14 x213
21 0B0A Thunderstone x11x10
DA 2A TM22 x42
03 87 Great Ball x135
Line 620 ⟶ 621:
F4 C9 TM44 x201
 
2F2E F3 Leaf Stone x243
</pre>
 
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==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 $D328D32E onward. It requires the presence of the Infinite Eevee Mode Nickname (see previous section) to properly return.
 
<pre>
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===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 $FA65FA64 onward. Due to echo RAM, this address is equivalent to $DA65DA64. Thanks to the bootstrap that was applied earlier, this will then cause the game to jump to $D328D32E, corresponding to the start of the item code.
 
<pre>
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<pre>
11 A0B9 D8 ld de, $D8A0D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 1E 63 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
21 56 63 ld hl, DisplayNameRaterScreen
CD 1A 39 call $391A ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
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.terminator
D5 push de
21 0100 C4 ld hl, $C401C400 ; Corresponds to screen tile
4D0E 01 ld c, l $01 ; How many bytes printed as numbers?
CD BC 13 call PrintBCDNumber.loop
.numLoop
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<pre>
11 A0B9 D8 ld de, $D8A0D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 AA 62 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
21 E2 62 ld hl, DisplayNameRaterScreen
CD 1C 39 call $391C ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
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.terminator
D5 push de
21 0100 C4 ld hl, $C401C400 ; Corresponds to screen tile
4D0E 01 ld c, l $01 ; How many bytes printed as numbers?
CD BF 13 call PrintBCDNumber.loop
.numLoop
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<pre>
11 A0B9 D8 ld de, $D8A0D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 E4 62 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
21 1C 63 ld hl, DisplayNameRaterScreen
CD 15 39 call $3915 ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
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.terminator
D5 push de
21 0100 C4 ld hl, $C401C400 ; Corresponds to screen tile
4D0E 01 ld c, l $01 ; How many bytes printed as numbers?
CD BF 13 call PrintBCDNumber.loop
.numLoop
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<pre>
11 A0B9 D8 ld de, $D8A0D8B9 ; location written to
D5 push de
.newMail
D5 push de
21 DC 62 ld hl, AskName + 39h ; Prepares data and calls DisplayNamingScreen
21 14 63 ld hl, DisplayNameRaterScreen
CD 1C 39 call $391C ; sets b to 01, then jumps to Bankswitch, calling b:hl
0E 80 ld c, $80 ; Ensure checksum consistency
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.terminator
D5 push de
21 0100 C4 ld hl, $C401C400 ; Corresponds to screen tile
4D0E 01 ld c, l $01 ; How many bytes printed as numbers?
CD BF 13 call PrintBCDNumber.loop
.numLoop
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<pre>
11 A0B9 D8 D5 D5
21 561E 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 0100 C4 4D0E
01 CD BC 13 2D CB
CB FE 20 FB 75 CD
21 38 F0 B5 E6
0F 28 F7 1F D1
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<pre>
11 A0B9 D8 D5 D5
21 E2AA 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 0100 C4 4D0E
01 CD BF 13 2D CB
CB FE 20 FB 75 CD
23 38 F0 B5 E6
0F 28 F7 1F D1
Line 932 ⟶ 933:
 
<pre>
11 A0B9 D8 D5 D5
21 1CE4 6362 CD 15
39 0E 80 21 4F
CF D1 2A 87 30
09 86 12 13 23
81 12 4F 18 F3
D5 21 0100 C4 4D0E
01 CD BF 13 2D CB
CB FE 20 FB 75 CD
1C 38 F0 B5 E6
0F 28 F7 1F D1
Line 950 ⟶ 951:
 
<pre>
11 A0B9 D8 D5 D5
21 14DC 6362 CD 1C
39 0E 80 21 4F
CF D1 2A 87 30
09 86 12 13 23
81 12 4F 18 F3
D5 21 0100 C4 4D0E
01 CD BF 13 2D CB
CB FE 20 FB 75 CD
23 38 F0 B5 E6
0F 28 F7 1F D1
1,514

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