Jump to content

Guides:TMless 0x1500 ACE (JP): Difference between revisions

no edit summary
mNo edit summary
No edit summary
 
Line 43:
## If the newly deposited pokémon’s nickname was changed to a bunch of question marks, you can continue with the next step. If the pokémon wasn't saved, that means the reset too early. If the pokémon was cloned, this means the reset was too late.
## If the amount of pokémon in the box exceeds 15, release the cloned pokémon and save the game afterwards to set the amount of stored pokémon to 15 before repeating step 2.
# Now that you have an unterminated name pokémon, '''put it in box 53'''. Either release or move all other pokémon in the box so that the unterminated name pokémon is the only pokémon left in box 53.
# Finally, make sure to set box 53 as the active box.
 
=Setting up a ACE environment=
Line 55:
 
To do that, we're going to use a box name code that does the following:
- It will alter box names#7's name so that the Mail Writer can be used afterwards.
- It will change the first item in the main item pocket to a TM15
- It will modify data to ensure that using this TM15 will allow us to use the mail writer
Line 71:
|}
 
Upon using 0x1500 ACE, this box code will be executed and will replace the first item of the main item pocket with a TM15. Alongside that, it will install a setup so that using this TM15 will execute box name codes. Finally, it will write twoa values$38 value to the box #7 and box #9's namesname, that willto allow the Mail Writer to properly function.
 
Once that is done, you can use TM15 at any time to run the Mail Writer. More details on the Mail Writer can be found in the next guide.
Line 82:
* Slots 2-6 aren't relevant for this setup.
 
Make sure that box 53 is set as the current active box, make sure that the unterminated name pokémon is the only pokémon present in box 53.
 
In order to execute ACE, do the following actions:
Line 98:
# Open the PC. Open the withdraw screen so that the unterminated name pokémon's name would be displayed. Displaying this name will trigger ACE. If the screen stays white, press "A" a couple of times until the box view reappears.
 
If the game doesn't crash, the setup was a success. You should now have a TM15 in the main item pocket, the namesname of box 7 and box 9 havehas now been changed.
 
==Step 5: Finishing the Mail Writer==
 
Lastly, rename the names of boxes #13 through #56 so that all box names fit the following image. '''Make sure to not change the names of box #7 and box #9.'''
 
{| class="wikitable" style="margin-left: auto; margin-right: auto; border: none;"
Line 130:
 
Between entering mail codes, the mail writer will ask for user input.
* '''Press A''' to open a new mail and continue writing data.
* '''Press B''' to immediately jump to and start executing the newly written program. '''Only use this when you've finished every mail.'''
* '''Press any other buttonDOWN''' to go back one byte at a time to correct errors. '''If the printed checksum doesn't match the expected checksum, press DOWN 16 times to retry the last mail.''' This will also overwrite the printed checksum with the value at the currently selected address, giving you a method to check how far back you're going.
* '''Press Aany other button''' to open a new mail and continue writing data.
 
'''Due to space limitations, it is not possible to exit the Mail Writer without executing the newly written code. If you accidentally start the Mail Writer, you can safely exit by writing a mail with the contents "セス" and execute it.'''
Line 148:
* 0x1500 Control Code ACE box name code
 
<pre>       
ゆ げ   ぼ   に ジ
   て エ ヌ ゥ モ
が れ ぜ デ づ に セ づ
ゥ あ ろ ゅ の
ゅ ゅ て づ に    
       
ビ ヘ チ チ が ビ ブ ギ
ぜ セ げ ま き ぐ ァ 
    ダ リ だ 
</pre>
 
* Setting up the Mail Writer
 
<pre>が       ぜ ぜ
ゆ げ   ぼ   よ シ
き き む ゅ ご き き よ
ゥ モ ろ ゥ あ ろ よ む
      ゅ の 
キ デ ド ア ぺ デ ご ?
だ ! ズ が な ぜ ォ ギ
ビ ヘ チ レ ッ ド が ビ ブ ギ
ぜ セ げ ま き ぐ ァ 
    ダ リ だ </pre>
 
==In-depth explanation of the setup==
Line 241:
7F ld a, a
7F ld a, a
E57F pushld hla, a
7F ld a, a
7F ld a, a
Line 252:
7C ld a, h
7C ld a, h
AF xor a ; a = $00, name of the current active box is printed here
E1 pop hl
3DC6 DB decadd a$DB ; a = $04DB
E1 pop hl
C3 9183 DB jp $DB91DB83 ; 6th1st character of box name #54
</pre>
 
===Effect of the box name code===
 
In the context of 0x1500 Control Code ACE, only box name #13 through box name #56 are executed. Box name #61, through#2 boxand name#7 through #9 are part of the Mail Writer and will be discussed in the next section onlyafter this section:
 
<pre>
Box 3: $DB7A ; Executed as part of screen data, see previous section
Box 1: $DB68
AF xor a ; a = $00
C6 DB add $DB ; a = $DB
C3 83 DB jp $DB83
 
26 DA ld h, $DA
2E 12 ld l, 12
Line 268 ⟶ 272:
C6 50 add $50 ; a = $2B
 
Box 4: $DB83 ; Landing point after screen data
Box 2: $DB71
C626 3DDA addld $3D ; a =h, $68DA
502E 12 ld dl, b12
32 ldd (hl), a
C6 8D add $86 ; a = $68
32 ldd (hl), a
50 ld d, b
 
Box 15: $DB68DB8C
3E C3 ld a, $C3 ; a = $C3
32 ldd (hl), a
C6 0B add $0B ; a = $CE
EA 86 D8 ld(wItems), a
50 ld d, b
 
Box 36: $DB7ADB95
EA 86 D8 ld(wItems), a
D6 96 sub $96 ; a = $38
EA A1 DB ld($DBA1), a
50E1 ldpop d, bhl
 
Box 4: $DB83
EA B1 DB ld($DBB1), a
E1 pop hl
C9 ret
 
Box 5: $DB8C ; first five characters aren't executed as box names and are instead buffered to screen data.
 
E1 pop hl
E1 pop hl
C3 91 DB jp $DB91 ; 6th character of box name #5
AF xor a ; Reset carry flag, entry point of jump from screen data
30 D4 jr nc, $D4 ; Will jump to $DB68, the start of box names
</pre>
 
Line 312 ⟶ 311:
29 add hl, hl ; hl = $5CA0
2E EB ld l, $EB ; hl = $5CEB
3E 0584 ld a, $0584
CF rst08h ; farCall _ComposeMailMessage (a:hl = 04:5CEB), most significant bit gets ignored when changing ROM banks
3D dec a ; a = $04
422E 50 ld bl, d$50
50 ld d, b
 
Box 3: $DB7A
B7 or a
B7 or a
CF rst08h ; farCall _ComposeMailMessage (a:hl = 04:5CEB)
D1 pop de
E1 pop hl ; Set both hl and de to the start of the newly written mail
Line 346 ⟶ 344:
 
Box 6: $DB95
30 E7E9 jr nc, .loop
0C inc c ; .terminator, _ComposeMailMessage sets bc to 0000, so c = 01 after this part
26 C5 ld h, $C5
Line 354 ⟶ 352:
Box 7: $DB9E
1A ld a, (de)
CD 90 38 call PrintBCDNumber.loop + 01h ; PrintBCDNumber.loop itself can't be reached, so we skip forward one byte. $38 is written by the previous box name code.
26 1A ld h, $1A ; .errorCorrection
1B dec de ; Calling PrintBCDNumber.loop with c = 01 advances de by 1.
06 50 ld b, $50
 
Box 8: $DBB0DBA7
2E 8D ld l, $F4 ; hl = $1A8D
29 add hl, hl ; hl = $351A (address of JoyTextDelay_ForcehJoyDown)
Line 365 ⟶ 363:
B7 or a, a ; Are any buttons pressed? if not, ask for new button states
28 E9 jr z, .terminator
D6 50 sub $50 ; if down is pressed, carry is reset if any other button is pressed, carry is set
42 ld b, d
50 ld d, b
 
Box 9: $D8FADBB0
30D2 EA A2 DB jrjp nc, .errorCorrection
0F rlca ; Is the a button pressed? If yes, start a new mail
0F rlca
38 B9 jr c, .loop
0F rlca ; Is the ab button pressed? If yes, startcarry ais new mailset
40 ld b, b
D8 ret c ; Exit and execute code if B is pressed. Else, start new mail
0F rlca ; Is the b button pressed? If yes, return and execute newly written program.
3830 B9B4 jr cnc, .loop
D8 ret c ; If not, another button was pressed, so decrement de to allow user to correct errors
30 EA jr nc, .errorCorrection
</pre>
 
1,540

edits

Cookies help us deliver our services. By using our services, you agree to our use of cookies.