User:TimoVM/Korean GS fast ACE setup

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This page serves as a repository for a fast ACE setup on the Korean versions of Gold & Silver. This guide can be performed once you reach Goldenrod City.

The initial entry point for ACE will be wrong pocket TM15. In the Korean version its effect pointer is $FA0F (effectively $DA0F through echo RAM), which is located right before where the last viewed pokémon is buffered.

From there, we can redirect to box names and make the TM/HM pocket accessible for arbitrary ACE payloads.

General overview

In this guide, we will steadily be building an advanced ACE program through the following process:

  1. Obtain a bad clone.
  2. Use the bad clone to obtain two additional bicycles. then use duplicate key items glitch to place TM15 (an ACE item) in the ball pocket.
  3. Use a box name code to set all TMs to x255.
  4. Sell TMs in specific quantities in order to write a program in the TM/HM pocket using TM quantities. This program allows you to build the full RAM writer by writing mail codes.
  5. Use another box name code to execute this program, which will allow us to write the full RAM writer using mail codes.
  6. After all mail codes are entered, execute the RAM writer. Running the RAM writer for the first time will also fix the side effects caused by Duplicate Key Item Glitch.

Alternatively, you can skip step 1 and step 2 if you have another game that already has an ACE setup. This can be done by trading two pokémon, each holding a bicycle, from the game that already has an ACE setup.

Preferably, make sure that you've used the Clear Save Data feature (press SELECT + UP + B on the title screen) at least once since owning the game. This will zero out all of the SRAM data, which is needed to create a bad clone.

Requirements for this guide

NOTE: There seems to be an issue with the VC version of Korean Gold & Silver that renders you unable to get proper bad clones through resetting the game during a save. At the moment, the only viable alternative is Hall of Fame SRAM glitch which requires beating the game without saving and after clearing the previous save with UP + SELECT + B

As an alternative, if you already have another copy of Korean Gold/Silver that already has ACE, you can trade two pokémon holding bicycles to bypass the bad clone requirement. (Trade three pokémon holding bicycles if you don't have access to Goldenrod City yet.)

  • The only hard requirement is reaching Goldenrod City to access the Day Care, along with having access to GoldenRod Dept. Store.
  • All other requirements can be obtained in the vicinity of Goldenrod City, we'll go over these in their respective parts of the guide.

Step 1: Obtaining a bad clone

A bad clone is created when you reset the game at a very specific time frame where:

  • The game has saved that additional pokémon were deposited in the active box.
  • The game has not yet saved the data of the deposited pokémon

In combination with the Day Care, we can turn this bad clone into a glitch pokémon that we'll be using to perform a variety of glitches.

Requirements

  • A box that has never been full at any point in the past.
  • Fill this box with 15 pokémon. You can use cloning glitch to obtain the required pokémon.
  • A male pokémon (make sure that the species can be both male and female) that you can deposit to the PC.

Obtaining the bad clone

As mentioned previously, this method seems to only be usable on cartridge versions. For VC versions, you should obtain a bad clone through Hall of Fame SRAM glitch.

before checking bad clones in the PC, you should attempt to use a healing item (like a potion) up to where it brings up the party screen. This will prevent crashes caused by unterminated names.

  1. Deposit any party pokémon to the current active box.
  2. Go to "Move pokémon w/o mail", you will get a prompt to save the game.
  3. Reset the game shortly after the "saving... text is fully printed.
  4. If successful, upon restarting the game you will find a level 0 female version of the deposited pokémon with a glitched name. Make sure you only withdraw this pokémon to your party using "Move pokémon w/o mail" to keep it at lvl 0.

Please note that the timing of this is very strict (around frame perfect).

  • If nothing was saved, the reset was too early. Wait a little bit longer to reset.
  • If the pokémon was successfully cloned, the reset was too late. reset a little bit earlier.
  • If the box ever gets to 19 pokémon in total, release pokémon from the box until there are only 15 pokémon present. Make sure to save normally after releasing them.

Use these guidelines and keep retrying until you've obtained a bad clone.

Step 2: Obtaining additional bicycles and getting TM15 in the ball pocket

This works in any language version on any generation 2 game, the method is based on a translation of a [blogpost from 任意コード]. When in the ball pocket, TM15 functions as a wrong pocket TM with its effect pointer at $FA0F (second character of box 12's name).

Requirements

Have the following items in the ball pocket:

  • Slot 1: Poké Ball x1
  • Slot 2 and beyond: empty

Have the following items in the key item pocket:

  • All key items you've obtained in your save thus far (withdraw all key items (if any) you previously stored from the PC)
  • Bicycle at the bottom of the key item list

Have the following pokémon in the party:

  1. Bad clone
  2. Drowzee with Fire Punch in second move slot
  3. Drowzee with Fire Punch in second move slot
  4. Unwanted pokémon
  5. Unwanted pokémon
  6. Unwanted pokémon

(you can buy the TM for Fire Punch at the Goldenrod Dept. Store. To save on time and money, catch one Drowzee and teach it Fire Punch. Then clone it using cloning glitch)

Have the following pokémon in the box:

  • 1 unwanted pokémon
  • 1 normal pokémon

Keep in mind that we'll be corrupting both the Drowzees and the unwanted pokémon. Make sure to only use pokémon you do not wish to keep. The normal pokémon will not be corrupted at all during this process.

Obtaining duplicate bicycles

  • Step 1: Deposit the bad clone in the daycare and retrieve it. It will now have turned into a glitch pokémon. Arrange your party as follows:
  1. Glitch pokémon
  2. Drowzee with Fire Punch in second move slot
  3. Drowzee with Fire Punch in second move slot
  4. Unwanted pokémon
  5. Unwanted pokémon
  6. Unwanted pokémon
  • Step 2: Using "move pokémon w/o mail", add the stored unwanted pokémon to the top of your party.
  • Step 3: Switch the party pokémon in the second slot (the glitch pokémon) with the pokémon in the fifth slot (an unwanted pokémon).
  • Step 4: Select "Deposit pokémon" from the PC and deposit the top two pokémon in your hand.
  • Step 5: Withdraw the normal pokémon from your box and add it to the party using "Withdraw pokémon".

The party will now contain two Drowzee that will both be holding a bicycle each. Take these held items to add them to the bottom of the Key Item list. It is now safe to save.

Obtaining wrong pocket TM15

Have the following items in the ball pocket:

  • Slot 1: Poké Ball x1
  • Slot 2 and beyond: empty
  • Go to the bottom of the key item list. The bottom of the list should consist of three separate bicycles.
  • Press select on the second bicycle and swap it with the third bicycle. The number of bicycles will decrease, the "Cancel" button will change to a "?" item.
  • Go to the ball pocket and toss 49 of the Master Ball item there. The final quantity should be a number ending in "6".
  • Return to the Key Item pocket, press select on the upper bicycle and swap it with the bottommost item. This leaves you with a single bicycle, will turn the "?" item into a "Paralyz Heal" and change the first item of the Ball pocket into a TM15 x255.

Do not worry about the glitch pokémon that's still in your party or the key item list that lacks a cancel button, we'll fix both at a later point.

Step 3: obtaining x255 of every TM

Now that we have obtained TM15 outside of the TM/HM pocket, we'll need to set up everything needed to actually safely use it. TM15's effect is to execute code starting from $FA0F, which is at the start of the second character of box #12's name. What we'd like to do is to redirect it such that box names get executed instead:

  • Prepare specific box names that will give you x255 of all TMs, along with safely returning to normal game operation and automatically modifying the box code to redirect execution to TM quantities.

Since the execution pointer is in the middle of box names, we do not need to prepare any further pokémon or items.

Setting up box codes and using TM15

Now that you have set up either a party with Wooper , we'll rename box names to form a specific bit of code which we'll execute when we use TM17.

  • Rename box codes according to the following table. Make sure to use the box names compatible with your language:
Box 1: 묻 붰 성 닥 갑 근 성 꺾
Box 2: 꺌 근 성 랴 같 근 성 박
Box 3: 껭 근 성 섈 갠 근 성 앰
Box 4: 겜 근 성 젬 깝 근 성 쵭
Box 5: 겊 긋 생 꺾 깐 근 성 꺾
Box 6: 겠 근 성 닥 깠 근 성 랴
Box 7: 샘

Box 12: (space) 상 꺾
  • Next, name box 11: (space) (space) (space) 꺽
  • Finally, overwrite box 11: (space) (space) 상

Finally, go through the following process to execute ACE:

  • Use TM15 once.

If the code was executed successfully, switch to the TM/HM pocket. It should now contain every TM at a quantity of x255.

Note: box name 11 has now been modified to redirect execution to the TM/HM pocket instead. do NOT use TM15 again until you have set up the quantities in the TM/HM pocket to form a valid code.

Info: assembly code of the box name code

Box 1: Box 1: 04AF 053D 05EA 02DA 0109 01A9 05EA 01DA 50
Box 2: 01D7 01A9 05EA 03DA 0110 01A9 05EA 04DA 50
Box 3: 01E7 01A9 05EA 05DA 0115 01A9 05EA 06DA 50
Box 4: 0137 01A9 05EA 07DA 01C5 01A9 05EA 08DA 50
Box 5: 0132 01AF 05CD 01DA 01C1 01A9 05EA 01DA 50
Box 6: 013A 01A9 05EA 02DA 01C7 01A9 05EA 03DA 50
Box 7: 05C9 50

Box 11: 0BFF 0BFF 05C3 50D9 50

Box 12: 0BFF [ACE ENTRY POINT HERE] 05C3 01DA 50 

Summary: jump to the second character of box 12's name, then jump to the start of box names by passing through box 11's name. rewrite $DA02-$DA09 with a short sequence to call ByteFill to fill all 50 TM quantities with $FF values, then execute this sequence. Afterwards, rewrite box name 11 to set register a to $04 (required for the mail writer) and jump to the start of the TM/HM pocket.

A note on this box code

The above box code doesn't just set all TMs to x255, it also automatically alters the name of box 11 so that using TM15 will execute TM quantities from the TM/HM pocket instead. For this guide, we won't be needing to reset TM quantities to x255.

If you do wish to reset all TM quantities, simply reset the name of box 11 in the following manner:

  • Name box 11: (space) (space) (space) 꺽
  • Overwrite box 11: (space) (space) 상

What to do now you have 255 of every TM

At this moment, there are two main options.

  1. You can use the quantities in the TM/HM pocket to install a mail writer, which allows for easy installation and execution of other payloads.
  2. You can continue with the guide and build a RAM writer in order to achieve near-complete ACE control.

Step 4: Selling TMs to form a program in the TM/HM pocket

Now that we have obtained x255 of every TM, we'll be selling specific amounts of these in order to form a program. This program differs slightly depending on the specific language you're using. The following table displays how many TMs of each kind you need to end up with, along with the amount of money you gain by selling them.

language independent TMs

TM Final amount Amount sold for
TM01 17 357000
TM02 82 173000
TM03 222 49500
TM04 213 42000
TM05 213 21000
TM06 213 63000
TM07 33 222000
TM08 217 19000
TM09 96 79500
TM10 207 72000
TM11 225 30000
TM12 209 23000
TM13 42 106500
TM14 254 1500
TM15 80 262500
TM16 48 310500
TM17 9 369000
TM18 150 105000
TM19 150 157500
TM20 18 355500
TM21 19 118000
TM22 129 189000
TM23 79 264000
TM24 18 355500
TM25 42 213000
TM26 180 112500
TM27 32 111500
TM28 240 15000
TM29 33 222000
TM30 01 381000
TM31 196 88500
TM32 77 178000
TM33 205 75000
TM34 206 24500
TM35 58 98500
TM36 27 114000
TM37 205 50000
TM38 121 134000
TM39 55 200000
TM40 240 7500
TM41 171 126000
TM42 189 99000
TM43 40 107500
TM44 216 58500
TM45 56 298500
TM46 238 25500
TM47 07 372000
TM48 208 70500
TM49 24 346500
TM50 241 14000

Running the newly written program

  • Use TM15.

Info: assembly code of the mail writer

11 52 DE	ld de, DE52
D5		push de	
D5		push de 				.loop
D5		push de
21 D9 60	ld hl, ComposeMailMessage
CF		Farcall 					;requires a = $04 to load correct ROM bank
E1		pop hl
D1		pop de
2A		ldi a, (hl)				.not@
FE 50		cp @
30 09		jp nc, .@?					;jump if next char is a terminator/line skip
96		sub (hl)
96		sub (hl)
12		ld (de), a
13		inc de
81		add c
4F		ld c, a
12		ld (de), a
2A		ldi a, (hl)
B4		or h
20 F0		jr nz, .not@				.@	; jump if char is not a terminator
21 01 C4	ld hl, C401				.noInput
4D		ld c, l
CD CE 3A	call PrintBCDNumber.loop
1B		dec DE					.DownPressed
CD 79 37	call JoyTextDelay_ForcehJoyDown
F0 AB		ldh a, (hJoyLast)
BD		cp l						; due to PrintBCDNumber, l = $04
28 D8		jr z, .loop					; jump if a = $04
38 EE		jr c, .noInput
07		rrca
D0		ret nc
18 F1		jr .DownPressed

Step 5: Using the mail writer

The mail writer will open a screen that asks you to write the contents of a mail. This is where you'll need to enter mail codes. Once done, use the "END" option to finish the mail.

This will cause the mail writer to convert the newly written code into assembly. It will also print a checksum (sum of all written values) on the screen just to the right of the lower row. This can be used to verify if a code was entered correctly.

Controls

Between entering mail codes, the mail writer will ask for user input.

  • Press SELECT to open a new mail and continue writing data.
  • Press DOWN 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 any other button to immediately jump to and start executing the newly written program. Only use this when you've finished every mail.
Enter your mail code, then press "END". It prints the checksum and waits for input.

Building the full RAM writer

We will be installing the full RAM writer using a series of mail codes. These mail codes will be assembled using Scotteh's mail code tool. Copy paste the entire code in the text box on the mail code tool's page, change the language to Korean, then press "Run".

Codes to be used with Scotteh's mail code tool
3E 03 CD 7A 31 01 CD 00 11 E1 B9 21 87 DE CD C2 
31 0E 1A 11 D2 D6 D5 CD C2 31 0E 24 11 CD D4 CD 
C2 31 21 94 D6 34 4E 09 3E F1 22 3E FF 22 21 1F 
DB 35 C0 34 C9 AF 3C E0 D6 21 00 DA CD 40 CF E5 
11 F8 FF 19 54 5D 01 0C 00 F0 FE 21 A9 C3 CD 7A 
31 CD 6C CC 3E 7C 22 7A CD 6C CC 7B CD 6C CC 3E 
E3 22 1A CD 6C CC 36 7C 09 13 7D FE 13 20 E5 CD 
94 31 21 50 C4 36 ED E1 18 C2 F5 CB 37 CD 73 CC 
F1 E6 0F C6 F6 F6 80 22 C9 CD 79 37 11 00 00 F0 
AB 07 30 01 13 07 30 01 1B 07 30 03 11 F0 FF 07
30 02 1E 10 07 C9 CD 7B CC 38 41 07 30 0B 07 07 
30 01 E9 F0 FE 83 E0 FE C9 07 30 03 53 1E 00 19 
07 30 2A E5 F0 FE CD 7A 31 46 CD 7B CC 07 07 30 
01 43 07 38 0E 78 83 47 21 50 C4 36 EC 23 CD 6C
CC 18 E7 E1 70 E5 3E 05 21 FD 4D CF E1 C9 FE F1 
C0 FA 92 CE FE C0 C0 3E 0D EA B5 CE C9 FA 80 CE 
18 5B 3E 03 CD 7A 31 AF 21 EB CC 16 12 1E 09 0E 
0B 22 1D 20 FC 09 15 20 F4 C3 CD D4 0E 71 11 27 
CC D5 21 E1 B9 CD C2 31 0E 48 11 40 CF CD C2 31 
0E 0F 11 EF FF CD C2 31 0E 05 11 89 FF C3 C2 31 

After you press run, the tool will generate the mail codes that you need to enter in the mail writer.

After entering every code, a new number will appear to the right of the bottom mail row. This is a checksum and is used to verify that you've correctly entered every mail. If a checksum doesn't match the one given by the tool, that means that a code was incorrectly entered, meaning you will need to redo your mail by pressing DOWN enough times (16 times if you’ve entered a full mail code) to return to the starting byte of the last mail, then entering that same mail again.

After you're finished entering all mail codes, you can press START during the user input phase in order to start up the full RAM writer.

Using the full RAM writer

After you're finished and have verified that all checksums were valid, press any button outside of A, B or DOWN during the user input phase in order to start up the full RAM writer.

Doing this will activate the following effects:

  • Save the RAM writer to the contents of box 14.
  • Add TM49 to the key item pocket, along with restoring the cancel button.
  • Install setup to make sure that using TM49 from the item pack will start the RAM writer.
  • Remove the last pokémon in your party (except if you only have one pokémon left in your party)
  • Automatically start the RAM writer.

Starting the RAM writer, either automatically or through using wrong pocket TM49, will activate the following effects:

  • Copy the necessary data to memory to activate the RAM writer.
  • Make the necessary modifications to screen data to properly display the RAM writer.
  • Deploy OAM DMA hijack that will enable the use of TM49 during battle.
  • Start the RAM writer.

After the full RAM writer has successfully started, press START to quit the RAM writer and make sure to save your game.

After exiting the RAM writer, you can restart the RAM writer by using TM33 from the item pack. In battle, you can activate the RAM writer by using TM33 and selecting "QUIT". Please note that the setup to enable the use of TM33 during battle does not persist between resets, you can reenable this function by using the RAM writer outside of battle at least once.

As you can see in the screenshots below, the RAM writer will draw various values on the screen. The leftmost 4 columns describe the addresses that are currently in view. The rightmost two columns describe the values at each of these addresses. All values on screen are represented in hexadecimal format.

For example: DA01>05 means that the address $DA01 is currently holding the value of $05.

Let's go over the controls of the full RAM writer. By default, the RAM writer will open in Read mode.

Full Writer Controls

The RAM writer uses two modes of operation. In Read mode you are able to navigate memory and view the values at specific addresses. in Write mode you'll lock in a single address and manipulate the value at that address.

RAM writer in Read mode RAM writer in Write mode.

Read mode controls

up: address -1
down: address +1
left: address -10
right: address +10
    
B + up: address -1
B + down: address +1
B + left: address -10
B + right: address +10
    
start: exit program    
A: toggle write mode

select + up: sram bank -1
select + down: sram bank +1
select + left: sram bank -10
select + right: sram bank +10
select + A: start executing code from current address onwards (use with caution!)

Write mode controls

up: value -1
down: value +1
left: value -10
right: value +10
B: set current value to 0
A: exit write mode and load final value into the address