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

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==4F Boostrap Nicknames==
==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 $D328 onward. It requires the presence of the Infinite Eevee Mode Nickname (see previous section) to properly return.
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.


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===Explanation===
===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 $FA65 onward. Due to echo RAM, this address is equivalent to $DA65. Thanks to the bootstrap that was applied earlier, this will then cause the game to jump to $D328, corresponding to the start of the item code.
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.


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