Re: Arbitrary code execution in Gold/Silver UE using the Coin Case
Posted by: Couldntthinkofaname
Date: 2017-11-03 07:03:07
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1)Ap'vCé025
2)'vj'vué25
3)'v.é32p'v9
4)é22pé425
5)'vué62'v 5
6)'v:é72p09
7)55555's5
8)x'd
1)Ap'vCé025
2)'vj'vué25
3)'v.é32p'v9
4)é22pé425
5)'vué62'v 5
6)'v:é72p09
7)55555's5
8)pppppéZ
9).9'l'l'l'lx'd
Over 99 glitch blocks for items:
They don't seem to change based on location or anything it seems.
[IMG]http://i63.tinypic.com/k2e4z.png[/img]
1)A x 'm A OR A; JP NC, [80f5]
1) A p p é Z . 9 XOR A; LD [f199], A; ADD SP, ff
2) 'l 'l 'l 'l x 'm A POP DE; POP DE; POP DE; POP DE; OR A; JP NC, [80f5]
format: keep/deposit code
TM01 3/252 inc bc/ignored
TM02 3/252 inc bc/ignored
TM03 62/193 LD A, 0a
TM04 10/245
TM05 234/21 LD [ff00], A | A->0a
TM06 255/0
TM07 0/255
TM08 62/193 LD A, 00
TM09 0/255
TM10 234/21 LD [ff40], A | A->00
TM11 255/0
TM12 64/191
TM13 33/222 LD HL, 6dad | HL->ad6d
TM14 109/146
TM15 173/82
TM16 62/193 LD A, (species)
TM17 (species)/
TM18 34/221 LD [HLI], A
TM19 33/222 LD HL, 82ad | HL->ad82
TM20 130/125
TM21 173/82
TM22 34/221 LD [HLI], A
TM23 62/193 LD A, (item)
TM24 (item)/
TM25 34/221 LD [HLI], A
TM26 62/193 LD A, (move1)
TM27 (move1)/
TM28 34/221 LD [HLI], A
TM29 62/193 LD A, (move2)
TM30 (move2)/
TM31 34/221 LD [HLI], A
TM32 62/193 LD A, $(move3)
TM33 (move3)/
TM34 34/221 LD [HLI], A
TM35 62/193 LD A, $(move4)
TM36 (move4)/
TM37 34/221 LD [HLI], A
TM38 201/54 RET
Wow, excellent idea spamviech! :D Thank you. :)
So you could alternate between the box names Quagsire whenever you want to fill the pockets and the TM/HM pocket Quagsire for anything else up to 55 bytes long.
I like this new medium, Spamveich!
I just got my cart yesterday so I probably wont test it out right now, but this seems interesting!
The only potential problem I can see arise is that in order to wtite a new code, you must reset each quantity to 255. A workaround I thought of was using "call nc" as opposed to "jp nc", that way you can execute the x255 TM code immeadiatly after the TM quantity code.
Nice! O_o Never even reaslised that the memory only used the quantities in the TM pocket.
Another thing I found:
using péZ(mult) instead of péD9 for Coin Case codes seem to change your options (text speed to mid, battle style to switch, maybe something else I missed).
1) 5 5 5 5 5 5 5 5
2) 5 5 5 p 0(spc)? 8 XOR A; OR 7f; AND fe | A->7e (spc means space)
3) é 'v 2 x 'm 'm LD [d6f8], A; OR A; JP NC, [{7e}f5]
To add to that:
It also enables battle animations. Returning them back (I had fast text speed, no battle animations, battle style set) before saving and resetting causes you to have a laggy menu again.
To add to that:
It also enables battle animations. Returning them back (I had fast text speed, no battle animations, battle style set) before saving and resetting causes you to have a laggy menu again.
This is due to $D199 being in control of settings. The default settings are $03. When $D199 is set to $00, it returns the settings to default except "Menu Account", which is turned off.
To add to that:
It also enables battle animations. Returning them back (I had fast text speed, no battle animations, battle style set) before saving and resetting causes you to have a laggy menu again.
This is due to $D199 being in control of settings. The default settings are $03. When $D199 is set to $00, it returns the settings to default except "Menu Account", which is turned off.
Oh, right. Missed that. I wonder what values of non-crashing game, but with fast text-speed and non-laggy menu are possible.