ItemDex/RB:106: Difference between revisions

Jump to navigation Jump to search
Content added Content deleted
>Bbbbbbbbba
(Added the first bootstrap method.)
>Bbbbbbbbba
(→‎General procedure: Version difference on Abra price)
Line 17: Line 17:
This glitch item's effect pointer is DA47 in WRAM, which stores the number of Safari Balls remaining, followed by the Day Care data and stored Pokémon data, similar to Japanese Red/Green/Blue's [[ItemDexJP/RGB:103|なかよしバッジ]]. However, it is slightly harder to use for [[arbitrary code execution]] than its Japanese counterpart, because in the English version, none of the characters available for Pokémon nicknames corresponds to a useful jump instruction.
This glitch item's effect pointer is DA47 in WRAM, which stores the number of Safari Balls remaining, followed by the Day Care data and stored Pokémon data, similar to Japanese Red/Green/Blue's [[ItemDexJP/RGB:103|なかよしバッジ]]. However, it is slightly harder to use for [[arbitrary code execution]] than its Japanese counterpart, because in the English version, none of the characters available for Pokémon nicknames corresponds to a useful jump instruction.


Regardless, using the Day Care data for bootstrapping can result in a quicker and less obtrusive setup than other ACE items like [[ItemDex/RB:093|8F]] (whose bootstrapping setup takes up space in the party). A setup, designed by Luckytyphlosion, gets around the character set problem by nicknaming the Day Care Pokémon with a glitch character (corresponding to a jump instruction) ''after'' the 0x50 terminator, which is achieved through manipulation of a text buffer.
Regardless, using the Day Care data for bootstrapping can result in a quicker and less obtrusive setup than other ACE items like [[ItemDex/RB:093|8F]] (whose bootstrapping setup takes up space in the party). A setup, designed by luckytyphlosion, gets around the character set problem by nicknaming the Day Care Pokémon with a glitch character (corresponding to a jump instruction) ''after'' the 0x50 terminator, which is achieved through manipulation of a text buffer.


==Bootstrapping==
==Bootstrapping==
Line 26: Line 26:




1. Go to the Game Corner with at least 180 coins (enough to buy an Abra).
1. Go to the Game Corner with enough coins to buy an Abra (180 coins in Red, 120 coins in Blue).


2. Open the item menu, and press A on Item2 to bring up the Use/Toss options. Press B to cancel. (Don't actually use it.)
2. Open the item menu, and press A on Item2 to bring up the Use/Toss options. Press B to cancel. (Don't actually use it.)