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Generation II Glitch Discussion

Korean TM Wrong Pocket Pointer List - Page 1

Korean TM Wrong Pocket Pointer List

Posted by: CasualPokePlayer
Date: 2020-01-29 22:56:52
Hey, so I saw Evie's TM49 Korean thread, thought it was interesting, but then thought, "what are the pointers for EVERY wrong pocket TM." So I went through where they were stored in the ROM and made a list, and figured I'd share them since it doesn't appear to be documented anywhere.

TM01 14FE
TM02 94CD
TM03 CA31
TM04 77E3
TM05 D20C
TM06 BEFA
TM07 FED0
TM08 C4B1
TM09 6E0F
TM10 5421
TM11 CBD2
TM12 21A6
TM13 7844
TM14 59CD
TM15 FA0F
TM16 D1D1
TM17 FA47
TM18 D1D6
TM19 03FE
TM20 16CA
TM21 FA6A
TM22 D0BE
TM23 01FE
TM24 16CA
TM25 FA6A
TM26 D0BE
TM27 214F
TM28 6C69
TM29 28FF
TM30 B90F
TM31 0428
TM32 2323
TM33 F418
TM34 662A
TM35 116F
TM36 6980
TM37 E9D5
TM38 BEFA
TM39 FED0
TM40 789F
TM41 08CA
TM42 786A
TM43 B8E0
TM44 BC21
TM45 46D1
TM46 4E23
TM47 5623
TM48 5E23
TM49 21CB
TM50 10CB
HM01 6B62
HM02 1919
HM03 5D54
HM04 A77A
HM05 1628
HM06 3ACB
HM07 3ACB
HM08 1BCB
HM09 1BCB
HM10 38CB
HM11 19CB
HM12 38CB


(also, as usual, pointers to 4000-7FFF will go to bank 3)

Re: Korean TM Wrong Pocket Pointer List

Posted by: Sherkel
Date: 2020-01-30 03:52:51
Your username is indeed a lie! Nice. :D

Re: Korean TM Wrong Pocket Pointer List

Posted by: Torchickens
Date: 2020-02-01 14:11:38
Thanks. :) As I don't use ROMs anymore I can't easily test, but I notice you have TM49 as 21CB; the same as EN. It could be then that it just redirects from CB21 to D6D2;- the execution pointer I added when I had breakpoints open, though I'm wondering if there's a mistake there.

Re: Korean TM Wrong Pocket Pointer List

Posted by: CasualPokePlayer
Date: 2020-02-02 18:10:57
There isn't a mistake, for whatever reason, that section of ROM actually has a JP D6D2 right in that spot (like, no other unintended code executed, just jp D6D2).

Also, just to note, if you're using breakpoints, you could just do a breakpoint at 0032, since the game uses rst JumpTable for item execution (although you could just go to where it has a list of the execution pointers… which will be in little endian and the unusable items have execution pointers too (they're just unusable) so you have to make sure to skip those).

EDIT: Also, 21CB is big endian, CB21 is little endian. It doesn't point to RAM, it points to ROM (which then jumps to RAM).

Re: Korean TM Wrong Pocket Pointer List

Posted by: Torchickens
Date: 2020-02-24 15:33:13

There isn't a mistake, for whatever reason, that section of ROM actually has a JP D6D2 right in that spot (like, no other unintended code executed, just jp D6D2).

Also, just to note, if you're using breakpoints, you could just do a breakpoint at 0032, since the game uses rst JumpTable for item execution (although you could just go to where it has a list of the execution pointers… which will be in little endian and the unusable items have execution pointers too (they're just unusable) so you have to make sure to skip those).

EDIT: Also, 21CB is big endian, CB21 is little endian. It doesn't point to RAM, it points to ROM (which then jumps to RAM).


I see, thanks. Good point :) (Just hypothetically ACE could be the result of a call or a different jp not from JumpTable sometimes). I remember someone did an experiment too; but for Generation I which was a search for where "jp [hl]" occurs in the ROM. I wonder if more exploits could be found for Generation II that way?

Yeah (actually this how me and a friend learned about wrong pocket TM/HMs really long ago before any exploits with them were published on these forums - we took a tool that edited item effect pointers and noticed the TMs/HM pointers on it were the actual ones when you use the item). Do you know the offset/pointer to the pointer table?

On that note, what would you have to do in the RAM to force the execution of things like HM07 and Teru-Sama? (and possibly re-enable the use option) Is it possible with simple RAM locking, or would you have to restructure things? As was well documented, some Teru-Sama have different effects including unused effects like unfinished unused Poké Flute code. I do wonder whether we can use existing ACE to enable those, to access other undocumented item effect pointers.

I might have a look at the pointers and the disassembly to see if there are any Korean specific ROM pointers I disregarded as 'at a glance nothing seems to happen'.



Re: Korean TM Wrong Pocket Pointer List

Posted by: Unused Trainer
Date: 2020-03-02 04:51:38
But in Korea have they had severe translation problems from Japanese in game development? Given the many mistakes made during development.

Re: Korean TM Wrong Pocket Pointer List

Posted by: CasualPokePlayer
Date: 2020-03-02 15:50:26

But in Korea have they had severe translation problems from Japanese in game development? Given the many mistakes made during development.

Korean GS was based on Western GS, not the JP version (which is also why the entire Latin alphabet is in the game, and international trades *mostly* work fine).