Guides:SRAM Glitch ACE Setups (Yellow)
This page serves as a repository for methods to quickly set up advanced ACE setups, starting from SRAM glitch. These methods can be used for the French, German, Italian and Spanish releases of Yellow. It is part of the TimoVM's Gen 1 ACE setups set of guides.
The methods described here were heavily inspired by previous SRAM glitch setups developed by Evie (Chickasaurus GL), as well existing setups intended to be used for the Japanese releases.
Please make sure to fully read every step of the guide before executing them.
If you encounter any issues when going through this guide or would like to provide feedback, please contact TimoVM on the Glitch City Research Institute Discord.
Setting up initial ACE
When you use UP + SELECT + B on the title screen, the game will delete the save by filling the entirety of SRAM with $FF values. When you then interrupt the very first save process with specific timing, you can create a glitched save file that has a party consisting of 255 ($FF) pokémon. This is known as "SRAM glitch".
Within this glitched state, we can abuse the expanded party to affect memory areas that are normally unrelated to the party, with a wide variety of possible effects. In this guide, we will be abusing this to set up an ACE environment through the following process:
- Set up SRAM glitch
- Using SRAM glitch, access Celadon City so that we can assemble an item code that will allow us to write code using boxed pokémon's nicknames.
- Using an exploit known as "Map Script ACE", set up a method to quickly pick up an unlimited amount of Eevees
- Write code by repeatedly picking up and nicknaming Eevees. This will be used to build a program that allows you to more easily write arbitrary code.
Note: setting up ACE on an existing save
While this guide is built with new saves in mind, the method itself is inherently compatible with existing saves that fulfill the following criteria:
- Must have reached Celadon City.
- Must be able to use Fly and have a party pokémon that has learned Fly.
- Must have set up the Expanded item pack. It is recommended to deposit all important items to the PC prior to setting up the expanded item pack.
Once you have all of these requirements, you can continue the guide from step 4 onward.
Step 1: Starting a new game and setting up SRAM glitch
First, we need to set up SRAM glitch.
- Clear all saved data by pressing UP + SELECT + B on the title screen and confirming that you want to erase all saved data. (This needs to be done even if no save data is present).
- Start up the game and go through the intro. Name your character and rival any name you want.
- Open the start menu, and select "Save".
- Select "Yes" in the "Yes/No" dialog box, but at a very precise moment, power off or reset the console.
- Soft resetting (holding Start+Select+A+B) will not work, as the game prevents soft resets while it is saving.
- The timing to power off or reset is after the "Yes/No" dialog box has disappeared, but before the text changes to "Now saving..." (Red/Blue) or "Saving..." (Yellow).
- The time window between those two visual cues is around 20 frames (depending somewhat on the version and the circumstances), but the window to successfully perform this glitch is only 4 frames.
- Reload the game. If you can continue the game and can open the pokémon menu, you have successfully set up SRAM glitch and can continue with the guide. Otherwise, repeat the process from the start, erasing the save in the process.
A quick note on the effects of SRAM glitch
Thanks to clearing out the previous save using UP + SELECT + B, which fills saved data with $FF values, we will reload with a party consisting of 255 ($FF) pokémon. There are, however, quite a number of side effects due to this:
- Having 255 party pokémon makes us unable to enter battle without heavy side effects. Due to this, we will be avoiding battle completely.
- It is heavily recommended to not look at the summary of any of the party pokémon, since they are made up of glitched data.
- Thanks to having 255 party pokémon, we are able to swap pokémon beyond the 6th party slot.
- Every few steps, the game will act as if at least one party pokémon is poisoned. This effect can be freely ignored.
Throughout the guide, codes are provided that resolve these side effects and allow you to resume normal game progression.
A quick note regarding unterminated name items
Certain glitch items lack a proper string terminator. When you select them, either by pressing A or select when highlighting them in the bag, these items will crash the game. On the Virtual Console releases, this has a possibility of erasing your save. When you see any item with an unusually long glitched name, please make sure to not use either of these buttons to select them.
In certain maps, such as Celadon City, opening the item bag or scrolling the item bag to display an unterminated name item will cause the game to seemingly freeze. You can cause the game to safely resume by tapping b regularly until the game continues.
In the Celadon City map, unterminated name items can be made safe to handle as long as at least one tree is visible on the upper row of the map while the start screen is opened. Under these circumstances, unterminated name items can be safely selected with a or select. This will also ensure that you do not need to tap b multiple times in order to scroll through unterminated name items, but certain items may still require a single b press to scroll through.
During the guide, care is taken to ensure that we'll only stand on these safe spots when using the item bag.
Step 2: Reaching Celadon City
The main item code will be assembled in Celadon City. We will be abusing the extended party's properties to obtain an expanded item pack. The expanded item pack is a glitched state where the game thinks that we have 255 ($FF) items in the item pocket, even though the item pocket usually has a maximum size of only 20 items. This allows us to access areas of memory beyond the item pack and treat them as if they are items. We will be abusing this to warp directly to Celadon City.
Place to stand |
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- Go downstairs and exit your house to Pallet Town. This registers Pallet Town as a Fly location, preventing a possible crash at a later point in the guide.
- Go back inside your house and take a single step to the right, so you end up at the location indicated by the screenshot above.
- Open the party menu and swap the 2nd party pokémon with the 10th pokémon. This sets the amount of pokémon caught in the pokédex to 152, as well as setting the amount of items in the bag to 255.
- Open the item bag and scroll down to the 36th item slot. This will be a Master Ball with quantity x0 (see screenshots below). Toss a total of 250 items from it for a final quantity of 6. When tossing, you can press down to underflow the amount of items to be tossed from 0 to 255, then press down 5 more times.
- Exit your house. Thanks to changing the item quantity, you will exit to Celadon City.
Slot #36 | |
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French | German |
Italian | Spanish |
Step 3: Setting up a pokémon that can use Fly
In order to assemble the required item code, we need a pokémon that knows Fly and we need the necessary badge to be able to use it. We will be abusing the mechanics of the extended party and the extended inventory to add Fly to the 11th party pokémon.
Potion location |
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- From where you exited out to Celadon, Walk 6 steps right, 4 steps up,6 steps right and another 4 steps up so you end up at the spot indicated by the above screenshot on the left. At this spot, the item in the 35th item slot will have turned into a Potion x0, as indicated by the below screenshots. Using Select, swap this Potion x0 to the 29th item slot. This will give you the Thunderbadge and the Soulbadge, allowing you to use both Surf and Fly. Check your trainer card, you should now have the third and fifth badges.
- In the 39th item slot, you'll find a TM23 x64 stack. Toss 45 items from this stack until you get a TM23 x19 stack, then swap it to the 7th item slot. This will alter party pokemon #11's data and allow it to use Fly.
- Finally, open the party menu, select the 11th party pokémon and have it use fly. Fly directly to Celadon City. If it doesn't have fly, make sure that the TM23 x19 stack is located in item slot #7.
- (Optional) Only if you're playing on the virtual console releases, it is advised to enter the pokémon center and change the current active box any box other than box #2.
It is now safe to save the game.
Slot #35 | |
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French | German |
Italian | Spanish |
Step 4: Assembling an item code in Celadon City
While standing in front of the Celadon City Pokémon Center, take 3 steps right, 5 steps up, 11 steps left and finally 3 steps up to reach the following spot. Make sure to bring a pokémon with Fly/Teleport.
Place to stand |
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While standing on this spot, open your item bag and keep scrolling down until you find a Thunderstone x0 item stack, located at item slot #35 as indicated by the below screenshot. We will use this spot to orient ourselves for the next section.
Slot #35 | |
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French | German |
Italian | Spanish |
By walking left or right, you can increment or decrement the item ID in slot #35. By walking up and down we can alternate between an item quantity of x0 and x1. We can safely swap the contents of item slot #35 with other item slots, as long as we use Fly/Teleport afterwards to restore the map back to normal. We can use this to collect all the items we need for the item code. slot #33 will always contain a bicycle, you can safely use this to speed up the process.
For every item in the following table, head to the Thunderstone x0 spot, follow the instructions to obtain an item stack, then Fly back to Celadon and head back to the same spot to obtain the next item stack. It is heavily recommended to save after every time you fly back to the Celadon City Pokémon Center.
During the entire process, make sure to not swap two item stacks that have the same item. This will cause both item stacks to merge, resulting in glitches as side effects. When this happens, you can reset the game to restore the game back to normal.
After flying back to Celadon city, we will verify if all items have been successfully collected.
- Before opening the bag, walk 5 steps to the right from the entrance of the pokémon center. This will ensure that we can open the item bag without issues.
- Open the item bag and swap the Max Potion x110 stack located in slot #18 to the item stack in slot #7. This will remove the ability to fly, but is required to complete the item code.
- Next, make sure your item bag looks as follows:
Item slot | Item ID | Item Quantity |
---|---|---|
Slot #7 | Max Potion | x110 |
Slot #8 | TM14 | x213 |
Slot #9 | Thunderstone | x10 |
Slot #10 | TM22 | x42 |
Slot #11 | Great Ball | x135 |
Slot #12 | Antidote | x48 |
Slot #13 | Poké Ball | x134 |
Slot #14 | Hyper Potion | x44 |
Slot #15 | Super Potion | x32 |
Slot #16 | TM44 | x201 |
Slot #17 | X Accuracy | x243 |
After this item code, head to the room where you can pick up the gift Eevee. Do not pick up this Eevee yet, make sure to save before continuing.
Note: setting up ACE on an existing save
Before heading to the room where you can pick up the Gift Eevee, make sure to do the following:
- Full up your party with 6 pokémon, to ensure that newly picked up Pokémon will be sent to the PC.
- Change the active box to an empty box.
- Only if you have already picked up the gift Eevee in the past, catch any pokémon, nickname it so that it matches the name shown below, then send it to the currently empty box.
Nickname (FR/IT/SP) | Nickname (DE) |
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Note: unterminated name items in Eevee's room
Within this room, no safe spots exist that allow unterminated name items to be safely handled. Please make sure to not press a or select on unterminated items while in this room.
Step 5: Setting up an initial ACE environment using map script ACE
Now that we have an item code ready, we'll be using it to set up an ACE environment. The item code we just made looks at the nicknames of the pokémon in the currently stored box, then uses pairs of text characters to write a new program. After it finishes, it immediately jumps to execute the newly written program.
Having a party of 255 pokémon makes it impractical to safely enter battle. To circumvent this, we'll be picking up multiple Eevees, nicknaming them, then storing them in the current active box.
We'll be executing ACE by overwriting the contents of item slot #41. This item slot contains the map script pointer. By overwriting it with a pointer aimed for the 7th item slot, the item code we made will be executed on every individual frame the start menu isn't open.
We will be using this in three stages:
- First we will alter a value in memory so that we can continuously keep picking up Eevees while we remain on the same map.
- Next we will give ourselves a glitch item that, when used, will execute ACE starting from the seventh item slot. This allows us to execute ACE outside of the limits of Map Script ACE.
- Finally we will set up a short program that uses the nickname screen to quickly and easily write programs of arbitrary size, effectively giving us a flexible ACE environment.
It is recommended to not save the game until the Nickname Writer program is installed.
A note on using ACE
The first generation of pokémon games, especially the Virtual console releases, are vulnerable to certain crashes wiping the save file. As a protective measure, make sure to open the trainer card to display Red's sprite on screen right before using ACE of any kind. Loading any sprite switches the current active sram bank, offering a measure of safety against game crashes.
Setting up Infinite Eevee mode
First, we'll use Map Script ACE to make sure that we can pick up as many Eevee as we want.
Nickname (FR/IT/SP) | Nickname (DE) |
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- Pick up an Eevee and nickname it so that its name matches the above languagespecific screenshots on the left. It will be sent to the current active box. Previously existing saves that have already picked up Eevee in the past must skip this step.
- Open the item bag. Swap the X Accuracy x243 with the contents of item slot #41, which is highlighted on the below screenshots. This will activate Map Script ACE
- Close the start menu. If everything went all right, Eevee's poké ball will have reappeared.
- Open the item bag. Swap the original contents of item slot #41 with the X Accuracy x243. This will deactivate Map Script ACE.
Slot #41 | |
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French | German |
Italian | Spanish |
Setting up 4F to execute item codes
Next, we'll be entering a list of five nicknames that gives us 4F and the necessary bootstrap. This ensures that using 4F will activate the item code.
List of nicknames (FR/IT/SP) | List of nicknames (DE) |
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- 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.
- Open the item bag. Swap the X Accuracy x243 with the contents of item slot #41, which is highlighted on the below screenshots. This will activate Map Script ACE
- Close the start menu. If everything went all right, the CANCEL buttons in the first three slots have been removed and the first item was replaced with a glitch item named "4F"
- 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.
Slot #41 | |
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French | German |
Italian | Spanish |
Setting up the Nickname Writer
- Next, we'll be entering a list of fourteen 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.
French | German | Italian | Spanish |
---|---|---|---|
- 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.
- 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 respect the following:
- The Nickname Writer only works when you have the Eevee-filled box set as the current active box. Attempting to use the Nickname Writer with any other boxes set as active will likely crash the game.
- 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:
- The program opens the nickname screen and asks you to input a nickname.
- 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 checksum (sum of all written byte values) 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.
- Afterwards, it waits for the user to decide what to do.
Write mode | Input mode |
---|---|
Press select to switch between uppercase/lowercase | Checksum is displayed right next to ITEM |
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
At this point, there are certain side effects that have been introduced by the setup:
- For all saves
- 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
- For new saves only
- 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
We will be removing all these side effect using the Nickname Writer. The nicknames we need to enter will be generated by the Nickname Converter webtool. Simply open the link, copy paste one of the codes below into the converter, then press the "Run" button to display the list of nicknames. Please make sure that you use the Nickname Writer within a poké center, to ensure that the checksums are displayed properly.
When using the Nickname Writer, the generated nicknames need to be entered from top to bottom.
Please ensure to pick the code that suits both your language and your type of save.
Language | New Saves | Older Saves |
---|---|---|
French | 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 |
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 CD 42 3E |
German | 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 |
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 CD 44 3E |
Italian | 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 |
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 CD 3D 3E |
Spanish | 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 |
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 CD 44 3E |
Once all nicknames have been entered and verified, you can press START during input mode to execute the code.
This will activate the following effects:
- For all saves:
- Reset the state of Eevee's poké ball, allowing it to be picked up again at a later point
- Empty the current active box
- Resets the bag, removing all items aside from 4F and removing the inventory underflow state
- Rewire 4F so that it can activate the Nickname Writer independently of the item code
- Only for new saves:
- Reset all badges
- Reset all Pokédex flags
- Removes all party pokémon
- Alters the exit of the poké center to lead out to Pallet Town
From this point onward, you can exit the Poké Center 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 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..
Addendum: raw text transcripts of nickname codes
These are provided as an alternative in case images fail to load.
Infinite Eevee Mode Nickname
Nickname (FR/IT/SP) | Nickname (DE) |
---|---|
C l l U ) : : ; W ; |
C l d e d M : ; W ; |
4F Bootstrap Nicknames
List of nicknames (FR/IT/SP) | List of nicknames (DE) |
---|---|
g . [ X w w k Mn ( v a Pk z q g . [ . w w a Mn z p y , , . g . z q Q P w w w w w w g . Pk X w v w w : ) |
ö w * * w w ü m d d Ü ; w w ü u v ö w w a Mn z p y , , . ü u z p Q P w w w w w w ü u u * w v w w * * |
Nickname Writer
French | German | Italian | Spanish |
---|---|---|---|
h Mn L l l L L t t ( t v u t t v u t s t j ? ( t v v v v ; [ t z j ? ( ) t v v v a q H h H Z y y p Q r r P p y r j ? ) ) s k l l : ; : V U U q y [ x w v : * * Mn Z Pk Z * * ] Y Mn Mn L A H ] . w ; ♀ : u k z p p * ( ) ) ) ) , S j A H g . p q A A j u l l u z Mn S Mn ] q r A a i I h H h H |
ä k L l l L L t k m l ü u t t v u t s t ä s S ä v v v v ; [ Ä ] ä s S l l ü v v a q H h H Z y y ) y r r P p q ä ä s ) ) s k l l K Ö : V V V s u u L Ü ; ; ♂ ♂ ? r r z r A B Ä S ü ü A H h Mn T - - Ä Ä S z p o / ( ) ) ) ) , S j Mn ü ü u Ü K A A j u l l w v V y y . t l L K L Ü : ; : ; |
h Mn L l l L L t t ( t v u t t v u t s t j ? ( t v v v v ; [ t z j ? ( ) t v v v a q H h H Z y y p Q r r R l u u j ? ) ) s k l l : ; : V V V q y [ x w v : * * Mn Z Pk Z * * ] Y Mn Mn L A H ] . w ; ♀ : u k z p p * ( ) ) ) ) , S j B A g . p q A A j u l l v x x o x ♀ q r A a i I h H h H |
h Mn L l l L L t t ( t v u t t v u t s t j ? ( t v v v v ; [ t z j ? ( ) t v v v a q H h H Z y y p Q r r P p z r j ? ) ) s k l l : ; : V V V q y [ x w v : * * Mn Z Pk Z * * ] Y Mn Mn L A H ] . w ; ♀ : u k z p p * ( ) ) ) ) , b L D D m ? s k A A j u l l u z Z Mn Mn ] q r A a i I h H h H |
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 $D66A.
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.
11 6F D6 ld de, UNUSED_MEMORY ; Memory between $D66F and $D6F4 goes unused D5 push de 21 0B 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
The last item, the Leaf Stone, simply form a pointer to $F32F. Due to echo RAM this address is equivalent to $D32F, which correspond to item #6'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
11 6F Max Potion x111 D6 D5 TM14 x213 21 0B Thunderstone x11 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 2F F3 Leaf Stone x243
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.
AF xor a ; a = $00 EA D2 D5 ld (wMissableObjectList), a ; Misaligns which objects are made invisible C9 ret
Raw Assembly
AF EA D2 D5 C9
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.
3E 59 ld a, $59 ; 4F's item ID 21 22 D3 ld hl, wBagItems ; item #1's ID 22 ldi (hl), a AF xor a ; a = $00 22 ldi (hl), a 22 ldi (hl), a 22 ldi (hl), a 22 ldi (hl), a ; clears a bunch of $FF values placed by swapping party pokémon 21 64 DA ld hl, 4F_Execution_Pointer 3E 21 ld a, $21 22 ldi (hl), a 3E 2E ld a, $2E 22 ldi (hl), a 3E D3 ld a, $D3 22 ldi (hl), a 36 E9 ld hl, $E9 ; The contents of the first nickname (see previous section) are written right after this, ensuring safe return.
Raw Assembly
3E 59 21 22 D3 22 AF 22 22 22 22 21 64 DA 3E 21 22 3E 2E 22 3E D3 22 36 E9
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 $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.
21 2E D3 ld hl, ITEM_6_ID E9 jp hl
Raw Assembly
21 2E D3 E9
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
11 A0 D8 ld de, $D8A0 ; location written to D5 push de .newMail D5 push de 06 01 ld b, 01 21 56 63 ld hl, DisplayNameRaterScreen CD 87 3E call BankSwitch ; Change rom banks and call 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 21 29 C4 ld hl, $C429 ; Corresponds to screen tile 0E 01 ld c, 01 D5 push de CD BC 13 call PrintBCDNumber.loop ; Prints c amount of bytes at de to hl in binary coded decimal format, prints checksum CD 21 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5 D1 pop de F0 B5 ld a, (hJoy5) A7 and a ; Check if no buttons are pressed 28 EE jp z, .terminator ; If no buttons pressed, keep displaying checksum 1F rra ; Shift all bits to the right, transfer former bit 7 to bit 1 and store status of this bit in c flag 38 CF jp c, .loop ; Is A is pressed, start new nickname 1B dec de ; If another button outside of A is pressed, either we're using the correction function, executing or stopping 1F rra ; is B pressed? 38 E7 jp c, .terminator ; If B is pressed, de has been decremented once so continue just displaying the new value de points towards 1F rra 1F rra ; Is START pressed? D8 ret c ; Jump to $D89C, which was pushed to the stack at the start of the code and execute newly written code 1B dec de 1B dec de 1B dec de 1B dec de ; de's value has been decremented a total of 5 times, equal to a full nickname's worth of data 17 rla ; Shift all bits to the left, transfer former bit 7 to bit 1 and store status of this bit in c flag. Is SELECT pressed? 30 C1 jp nc, loop ; If SELECT NOT pressed and dpad pressed instead, start new mail after de has been decremented a total of 5 times. Basically undoes a full nickname's worth of data E1 pop hl ; Otherwise, pop the stored address of $D89C from the stack C9 ret ; Since $D89C was popped, return to normal execution without executing newly written code
German
11 A0 D8 ld de, $D8A0 ; location written to D5 push de .newMail D5 push de 06 01 ld b, 01 21 E2 62 ld hl, DisplayNameRaterScreen CD 89 3E call BankSwitch ; Change rom banks and call 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 21 29 C4 ld hl, $C429 ; Corresponds to screen tile 0E 01 ld c, 01 D5 push de CD BF 13 call PrintBCDNumber.loop ; Prints c amount of bytes at de to hl in binary coded decimal format, prints checksum CD 23 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5 D1 pop de F0 B5 ld a, (hJoy5) A7 and a ; Check if no buttons are pressed 28 EE jp z, .terminator ; If no buttons pressed, keep displaying checksum 1F rra ; Shift all bits to the right, transfer former bit 7 to bit 1 and store status of this bit in c flag 38 CF jp c, .loop ; Is A is pressed, start new nickname 1B dec de ; If another button outside of A is pressed, either we're using the correction function, executing or stopping 1F rra ; is B pressed? 38 E7 jp c, .terminator ; If B is pressed, de has been decremented once so continue just displaying the new value de points towards 1F rra 1F rra ; Is START pressed? D8 ret c ; Jump to $D89C, which was pushed to the stack at the start of the code and execute newly written code 1B dec de 1B dec de 1B dec de 1B dec de ; de's value has been decremented a total of 5 times, equal to a full nickname's worth of data 17 rla ; Shift all bits to the left, transfer former bit 7 to bit 1 and store status of this bit in c flag. Is SELECT pressed? 30 C1 jp nc, loop ; If SELECT NOT pressed and dpad pressed instead, start new mail after de has been decremented a total of 5 times. Basically undoes a full nickname's worth of data E1 pop hl ; Otherwise, pop the stored address of $D89C from the stack C9 ret ; Since $D89C was popped, return to normal execution without executing newly written code
Italian
11 A0 D8 ld de, $D8A0 ; location written to D5 push de .newMail D5 push de 06 01 ld b, 01 21 1C 63 ld hl, DisplayNameRaterScreen CD 82 3E call BankSwitch ; Change rom banks and call 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 21 29 C4 ld hl, $C429 ; Corresponds to screen tile 0E 01 ld c, 01 D5 push de CD BF 13 call PrintBCDNumber.loop ; Prints c amount of bytes at de to hl in binary coded decimal format, prints checksum CD 1C 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5 D1 pop de F0 B5 ld a, (hJoy5) A7 and a ; Check if no buttons are pressed 28 EE jp z, .terminator ; If no buttons pressed, keep displaying checksum 1F rra ; Shift all bits to the right, transfer former bit 7 to bit 1 and store status of this bit in c flag 38 CF jp c, .loop ; Is A is pressed, start new nickname 1B dec de ; If another button outside of A is pressed, either we're using the correction function, executing or stopping 1F rra ; is B pressed? 38 E7 jp c, .terminator ; If B is pressed, de has been decremented once so continue just displaying the new value de points towards 1F rra 1F rra ; Is START pressed? D8 ret c ; Jump to $D89C, which was pushed to the stack at the start of the code and execute newly written code 1B dec de 1B dec de 1B dec de 1B dec de ; de's value has been decremented a total of 5 times, equal to a full nickname's worth of data 17 rla ; Shift all bits to the left, transfer former bit 7 to bit 1 and store status of this bit in c flag. Is SELECT pressed? 30 C1 jp nc, loop ; If SELECT NOT pressed and dpad pressed instead, start new mail after de has been decremented a total of 5 times. Basically undoes a full nickname's worth of data E1 pop hl ; Otherwise, pop the stored address of $D89C from the stack C9 ret ; Since $D89C was popped, return to normal execution without executing newly written code
Spanish
11 A0 D8 ld de, $D8A0 ; location written to D5 push de .newMail D5 push de 06 01 ld b, 01 21 14 63 ld hl, DisplayNameRaterScreen CD 89 3E call BankSwitch ; Change rom banks and call 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 21 29 C4 ld hl, $C429 ; Corresponds to screen tile 0E 01 ld c, 01 D5 push de CD BF 13 call PrintBCDNumber.loop ; Prints c amount of bytes at de to hl in binary coded decimal format, prints checksum CD 23 38 call JoypadLowSensitivity ; Halt execution until frame has passed, get joypad status and store result in hJoy5 D1 pop de F0 B5 ld a, (hJoy5) A7 and a ; Check if no buttons are pressed 28 EE jp z, .terminator ; If no buttons pressed, keep displaying checksum 1F rra ; Shift all bits to the right, transfer former bit 7 to bit 1 and store status of this bit in c flag 38 CF jp c, .loop ; Is A is pressed, start new nickname 1B dec de ; If another button outside of A is pressed, either we're using the correction function, executing or stopping 1F rra ; is B pressed? 38 E7 jp c, .terminator ; If B is pressed, de has been decremented once so continue just displaying the new value de points towards 1F rra 1F rra ; Is START pressed? D8 ret c ; Jump to $D89C, which was pushed to the stack at the start of the code and execute newly written code 1B dec de 1B dec de 1B dec de 1B dec de ; de's value has been decremented a total of 5 times, equal to a full nickname's worth of data 17 rla ; Shift all bits to the left, transfer former bit 7 to bit 1 and store status of this bit in c flag. Is SELECT pressed? 30 C1 jp nc, loop ; If SELECT NOT pressed and dpad pressed instead, start new mail after de has been decremented a total of 5 times. Basically undoes a full nickname's worth of data E1 pop hl ; Otherwise, pop the stored address of $D89C from the stack C9 ret ; Since $D89C was popped, return to normal execution without executing newly written code
Raw Assembly
French
11 A0 D8 D5 D5 06 01 21 56 63 CD 87 3E 0E 80 21 4F CF D1 2A 87 30 09 86 12 13 23 81 12 4F 18 F3 21 29 C4 0E 01 D5 CD BC 13 CD 21 38 D1 F0 B5 A7 28 EE 1F 38 CF 1B 1F 38 E7 1F 1F D8 1B 1B 1B 1B 17 30 C1 E1 C9 00
German
11 A0 D8 D5 D5 06 01 21 E2 62 CD 89 3E 0E 80 21 4F CF D1 2A 87 30 09 86 12 13 23 81 12 4F 18 F3 21 29 C4 0E 01 D5 CD BF 13 CD 23 38 D1 F0 B5 A7 28 EE 1F 38 CF 1B 1F 38 E7 1F 1F D8 1B 1B 1B 1B 17 30 C1 E1 C9 00
Italian
11 A0 D8 D5 D5 06 01 21 1C 63 CD 82 3E 0E 80 21 4F CF D1 2A 87 30 09 86 12 13 23 81 12 4F 18 F3 21 29 C4 0E 01 D5 CD BF 13 CD 1C 38 D1 F0 B5 A7 28 EE 1F 38 CF 1B 1F 38 E7 1F 1F D8 1B 1B 1B 1B 17 30 C1 E1 C9 00
Spanish
11 A0 D8 D5 D5 06 01 21 14 63 CD 89 3E 0E 80 21 4F CF D1 2A 87 30 09 86 12 13 23 81 12 4F 18 F3 21 29 C4 0E 01 D5 CD BF 13 CD 23 38 D1 F0 B5 A7 28 EE 1F 38 CF 1B 1F 38 E7 1F 1F D8 1B 1B 1B 1B 17 30 C1 E1 C9 00
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
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
German
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
Italian
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
Spanish
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
Raw Assembly
French
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
German
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
Italian
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
Spanish
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
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
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.
German
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.
Italian
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.
Spanish
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.
Raw Assembly
French
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 CD 42 3E
German
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 CD 44 3E
Italian
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 CD 3D 3E
Spanish
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 CD 44 3E