Hey there! I've experimented a bit lately with the Korean versions of Gold/SIlver. Wrong pocket TM15 has its execution pointer in $FA0F (effectively DA0F), which points to the second character of box name 12. Effectively, this can be used to get an ACE setup that doesn't require any items or pokémon. I believe this can be used to vastly speed up the setup demonstrated in this video through the use of box name codes. The following box name code achieves two things. First, it sets the quantity of all TMs in the TM pocket to x255. From there, you can just sell TMs to reach the desired quantities. Secondly, it will rewrite box 11's name so that execution will be redirected to the TM/HM pocket the next time you use TM15. (This box code also happens to be compatible with wrong pocket TM49, assuming you place a TM04 x1 in slot 5 and a TM27 x1 in slot 6 in the PC.) 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 11: first name it (space) (space) (space) 꺽 Afterwards, overwrite box 11 with: (space) (space) 상 Box 12: (space) 상 꺾 (overwriting box 11's name is important, since it places an additional $50 terminator right after 상 while leaving the second half of 꺽 intact, forming a C3 50 D9 instruction that jumps execution directly to the start of box names.) This box code is part of a larger setup I've been working on the last week or so for the Korean releases of Gold & Silver. The rest can be found on the following glitch city wiki page: glitchcity.wiki/wiki/User:TimoVM/Korean_GS_fast_ACE_setup Box names are honestly quite interesting in the Korean version. All user input characters are 2 bytes long, with the first byte having a value between $01 and $0B while the second byte can be nearly any value (except for the $50-$5F range, which seems reserved for control code characters). In effect, this means that almost all 1-byte opcodes are accessible, but the $DA01-$DA0B area is the only area you can easily write values to. This is enough space to form simple code snippets though, filling the pokédex would likely be quite practical through calling ByteFill (a ROM function. Start filling bc amount of bytes with the value currently in register a from address hl onward.) Assembly of the box code: (box 1 starts from D952 onward) 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: 0B FF [TM15 ENTRY POINT HERE] 05 C3 01 DA 50
@sm14239 Жыл бұрын
Thank you for any helpful information! I've been thinking about how to access the box name like other language versions, but I gave up because Korean letter consists of 2 bytes so it is hard to control, and also don't even know that TM15 is directly connected to name of Box 12. I will try this trick in future video.
@TimoVM-gc Жыл бұрын
Much appreciated for the reply! :) A motif you can use for Korean box codes is to have a 4-letter sequence like 01 XX 01 79 05 EA 0X DA ld bc, 01XX ld a, c ; effectively sets a = XX, for inaccessible values, use sub c/add c/xor c instead dec b ; filler code ld (DA0X), a To fill the DA01-DA0B area with arbitrary code, then call/jump to DA01 to execute that code. ROM bank 0 contains quite a few functions that are useful if you know where they are located. The disassembly project for Pokémon Gold/Silver has a symbols branch that contains the addresses of functions, but sadly most ROM functions are in different addresses between language versions. One thing that you can do is to take the EN version and search for the assembly of the same function in the same general region in the KOR version. Some examples that can be useful (with their Korean version addresses): ByteFill: 31F4 - take the value in a, fill bc bytes with that value from address hl onward. CopyBytes: 31C2 - copy bc bytes from address hl to address bc OpenSRAM: 317A - Allow access to sram, (area between A000-BFFF) and switch sram bank to the corresponding value in a (sram banks are numbered from 0 to 3). Be careful editing sram bank 1, since it's checksum protected. I've also went through the effect pointers of TMs. The only other one I could find that was instantly somewhat applicable was TM22 (effect pointer in D0BE), which is an address where the current selected item's ID is stored. Just a few bytes further lies the buffer where the last viewed party pokémon is stored, which allows for a pretty decent setup. You can redirect TM49 to box codes by placing TM04 x1 in slot 5 and TM27 x1 in slot 6 of the PC. This forms a C2 01 DA, which translates to a jp nz, DA01. Wrong pocket TMs, upon activation, have both the carry and zero flag unset, meaning the jump is guaranteed to succeed. I was completely unable to get a bad clone by the usual method on the Virtual Console version (depositing a pokémon and saving then resetting at the right time). I am fairly certain that this method won't work at all on the Korean version due to 3DS timing issues and had to resort to Hall of Fame SRAM glitch to get a bad clone. Once you have a game with ACE enabled, you can pretty easily get an ACE setup on another game by trading pokémon holding key items to the other game, letting you do duplicate key item swap glitch to easily obtain a T15/TM49.
항상 객관적인 사실과 이야기만 하는 것도 웃김ㅋㅋㅋㅋ. 자기 생각과 자기 얘기는 안 하심ㅋㅋ
@Micro_HA Жыл бұрын
미친 ㅋㅋㅋ 사실상 코드값을 다꿰고있잖아 광기다
@mt_rescue Жыл бұрын
로켓단쉨들 컴퓨터 안배워서 피카츄하나 못뺏은거엿네 ㅋㅋㅋ
@집프 Жыл бұрын
게으르다 하기에는 주기적으로 올리고 성실한것 치고는 너무 느리다
@숙소리뷰 Жыл бұрын
진짜 과장 안 보태고 스엠님 영상 올라오면 탄성부터 나옴 도대체 얼마만이야
@GodSunGame Жыл бұрын
4세대 한창 할때 궁금해서 치트쓰고 라이벌 포켓몬 잡고 기술보니 기술도 있었지만 잡은 포켓몬 건드리기만 하면 게임 멈추고 3ds로 대리고 와도 똑같았던 기억이 나네요
@최꼬북-j4k Жыл бұрын
너무 재밌당ㅎㅎㅎ 잘 봤습니다! 골드/실버 버전은 제 초딩시절 추억의 게임이라그런지 봐도봐도 재밌네요
@100goe Жыл бұрын
의외로 뚜렷한 업로드 주기
@주소영-w8l Жыл бұрын
딱 잊었을 때 돌아오시는 걸 보니 심리전 고수이신듯
@꼬얼키 Жыл бұрын
남의 포켓몬까지 긴빠이를 칠 수 있게 되다니
@Nodata2012 Жыл бұрын
이 채널에서 가장 재미있는컨텐츠는 역시 임의코드로 장난치는거...
@user-um3jv7xt5c Жыл бұрын
이정도면 로켓단이 맞긴 해
@야수-u7v10 ай бұрын
0:28 포켓몬이 물건??
@seiji_nyasu Жыл бұрын
오늘도 흥미로운 영상 잘 봤습니다! 1세대에서는 트레이너 데이터가 포켓몬 데이터에 포함되어 있어서 다양한 미싱노를 만들수 있었는데 2세대에서는 시스템이 달라진 모양입니다... 1세대 목호의 망나뇽을 치트로 훔치면 배리어 기술이 사라진다고 들었는데 확인 가능하신가요?
@sm14239 Жыл бұрын
배리어가 사라진건 훔친 포켓몬한테 NPC가 쓰던 기술이 아닌 야생 포켓몬의 기술배치가 남게돼서 그런거 같습니다. 기존에 알려진 1,2세대 NPC 포켓몬 훔치는 방법들은 영상에 나오듯이 기술이 아예없거나 레벨업으로 배우는 기술만 남게 되어서 이 영상에선 아예 기술을 복사하는 과정을 거친거구요, 1세대에서도 임의코드실행을 같은 방식 사용하면 기술배치도 가져올 수 있을거같습니다.