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Type 0xD0 move glitch: Difference between revisions

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[[File:Type 0xD0 path.png]]
 
1. #You have exactly four Pokémon.
1i) #*The first Pokémon has move 0x00 (e.g. a "CoolTrainer" Ditto).
 
1ii) #*The third Pokémon is a low level 'slide' Pokémon you caught in the wild (whether it will work is up to chance but if you find one that works it will always work, possibly the same one compatible for Coin Case ACE without bad DVs etc.)
1i) The first Pokémon has move 0x00 (e.g. a "CoolTrainer" Ditto).
1iii) #*To be safe have Pokémon 2 and 3 have the bird and tailed creature menu sprites and have no Pokémon hold an item except for Pokémon 4.
 
2. #Pokémon 4 is a Quagsire with TM02 and Return as its first move (for box name ACE at D8C0 (box 1 character 2)) or a Quagsire with HP Up and Sleep Talk as its first move (for stored items ACE at D61A (second item quantity)).
1ii) The third Pokémon is a low level 'slide' Pokémon you caught in the wild (whether it will work is up to chance but if you find one that works it will always work, possibly the same one compatible for Coin Case ACE without bad DVs etc.)
 
1iii) To be safe have Pokémon 2 and 3 have the bird and tailed creature menu sprites and have no Pokémon hold an item except for Pokémon 4.
 
2. Pokémon 4 is a Quagsire with TM02 and Return as its first move (for box name ACE at D8C0 (box 1 character 2)) or a Quagsire with HP Up and Sleep Talk as its first move (for stored items ACE at D61A (second item quantity)).
 
Before you move one step up and four steps right from picture 3, save the game. Afterwards view Pokémon 1's moves from the move description menu and close it repeatedly until your code works.
 
Sometimes this will not execute arbitrary code. At times it is possible to get a flashing color 'disco' effect as well.
 
==Example box name code==
This box name code, withconceptualized manyby thanksCrystal_ to Crystal_and foroptimized theby conceptTimoVM, allows us to warp to the Bug-Catching Contest and obtain Celebi.
 
The box names for that are as follows. × is the multiplication symbol, ''not'' the lowercase letter X.:
 
# <pre>Bp'vZ'vL55</pre>
Box 1: p 0 5 é ! 6 ? z
# <pre>é'r2p'vA'vF</pre>
Box 2: H é 'm 2 p 'v 6 5
# <pre>é!Ap'v/'v)</pre>
Box 3: é A 't h 'd
# <pre>é?2p'v5'vA</pre>
# <pre>'vBéA'tp'vZ</pre>
# <pre>'v[é×2</pre>
 
==Technical information==
 
When viewing the party screen or the move screen, the game displays small pokémonPokémon icons and animates them based on their current hit point values and status. While it is doing this, the game stores the animation data in a structure starting from address $C51C, which lies right beyond the end of screen tile data at $C508. The game can store and animate up to 10 sprites this way. In particular, the move screen only has a single animated sprite (the current Pokémon's icon in the top left of the screen).
 
WhenAn viewingimportant the listfield of moves, the gameanimation placesdata structure is the current''animation pokémontype's', iconstored in theaddress top$C51E left(wSpriteAnim1AnimSeqID) offor the screenfirst andanimated animates it, storing the current animation type in address $C51Esprite. This is used to index a jumptablejump table that is used to control the behavior of the animation. By overwriting this address with an invalid value, we can index this table out of bounds, potentially triggering arbitrary code executionACE.
 
The glitch type 0xD0 (the type of move 0x00) can overwrite $C51E by overflowing the tile data when its name is printed on the move screen, if said name is long enough. The source of the type name is 0x8350 in VRAM, hence affected by what is or was displayed on the screen; in particular, the party screen may affect 0x8350 if you have enough Pokémon menu sprites and/or held items in the party{{fact}}. This also means that the name is susceptible to VRAM accessibility: if the game attempts to read a character while VRAM is inaccessible it will read value $FF and print a '9' instead of the expected character. This means that the effects of the glitch can differ depending on the exact timing of the name being printed on screen.
Move 0x00 has a glitch type, specifically glitch type 0xD0. The source of its glitch type is 0x8350 in VRAM, hence what is or what was on the screen will affect what the game brings up as a type name; possibly with what's on the Pokémon menu affecting 0x8350{{fact}}, as 0x8350 may be written to if you have enough Pokémon menu sprites and/or held items in the party.
 
DueOverall, it might be difficult to manipulate the data written to $C51E exactly. However, due to the structure of the code located right after the jumptablejump table, a reasonable amount of pointers will land in the vicinity of either the $C9xx region or the $E9xx region (echo RAM for the $C9xx region). For smaller maps, execution will safely slide until it reaches three regions:
When we have 'good' data at 0x8350 the name of the glitch type causes text to print beyond the end of screen tile data, reaching far enough to corrupt address $C51E, wSpriteAnim1AnimSeqID. Depending on the text character written into this fiels, this indexes the animation jumptable out of bounds, potentially triggering ACE.
 
Due to the structure of the code located right after the jumptable, a reasonable amount of pointers will land in the vicinity of either the $C9xx region or the $E9xx region (echo RAM for the $C9xx region). For smaller maps, execution will safely slide until it reaches three regions:
* $CC20 contains wBGMapBuffer, which temporarily buffers newly inserted tile IDs.
* $CC48 contains wBGMapPalBuffer, which temporarily buffers newly inserted tile palettes.
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As $DA9B is Pokémon 3's Speed DVs, we can make the data slide over to Pokémon 4. Using Quagsire, the code can be redirected to somewhere else (such as box names or stored items) where we can spell out code.
 
The consistency of the glitch can be increased by having a specific player name consisting of a single kind of character (eg. "RRRRRRR"). When the game encounters a 0x52 control code character, it will print the player's name, filling a 7-byte range with the same value and increasing the odds of writing the desired value to $C51E.
 
The effect pointers are sourced from DoSpriteAnimFrame.Jumptable ($23:5473 in EN G/S). This ROM bank contains several minor version differences, leading to some version-exclusive effect pointers.
 
Here is the assembly code for the box name code to obtain Celebi:
 
<pre>
xor a
AF xor a ; a = $00
sub 99
F6 FB or $FB ; a = $FB, Celebi species ID
sub 8b
EA E7 FC ld [wContestMon],a
ei
E6 B9 and $B9 ; a = $B9
ei
50 ld d,b
87 add a, a ; a = $72
ld [f8d3],a
EA D2 F8 ld [F8D2],a
xor a
AF xor a ; a = $00
sub 80
D6 FC sub $FC ; a = $04
sub 85
FB ei
ld d,b
50 ld [80e7]d,ab
EA 72 D5 ld [wStatusFlags2],a ; located at $D8D2, $72 written by earlier code
xor a
A7 and a, a ; reset carry flag
sub f3
D0 ret nc
sub 9b
</pre>
ld d,b
ld [f8e6],a
xor a
sub fb
sub 80
ld d,b
sub 81
ld [d580],a
xor a
sub 99
ld d,b
sub 9e
ld [f8f1],a
ld d,b
ld d,b
ld d,b
ld d,b
 
==YouTube video==
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