Re: Arbitrary code execution in Red/Blue using the "8F" item
Posted by: Skeef
Date: 2016-04-14 10:59:10
Cloning via daycare:
8F
Any
X Accuracy x72
Carbos x218
Max Revive x01
TM01 x(any)
Put the pokémon to clone in the daycare, take it back out. And run the 8F code. The pokémon is now in the daycare again, ready to be taken out.
$D322 <- 2E 72 || ld l, 72
$D324 <- 26 DA || ld h, DA
$D326 <- 36 01 || ld (hl), 01
$D328 <- C9 || ret
ATT, DEF, SPD and SPEC IV's 10:
8F
Any
X Accuracy x135(134) <— first 135, then 134.
Carbos x209
Max Revive x170
TM01 x(any)
This seems a bit random, but this IV spread makes it shiny in gen2 games. Not verry usefull atm unless you still play the cartridges. But if they release them on VC… :D
$D322 <- 2E 87(86) || ld l, 87(86)
$D324 <- 26 D1 || ld h, D1
$D326 <- 36 AA || ld (hl), AA
$D328 <- C9 || ret
Turn Badges on/off
- 8F
- Any
- X Accuracy x86
- Carbos x211
- Max Revive x(XX) <- binary switches
- TM01 x(any)
Pretty straight forward. Just pick the badges you want (or don't want) and convert the byte to decimal to determine the Max Revive quantity.
Binary switches:
00000001 = boulder badge
00000010 = cascade badge
00000100 = thunder badge
00001000 = rainbow badge
00010000 = soul badge
00100000 = marsh badge
01000000 = volcano badge
10000000 = earth badge
$D322 <- 2E 56 || ld l, 56
$D324 <- 26 D3 || ld h, D3
$D326 <- 36 xx || ld (hl), xx
$D328 <- C9 || ret