Re: Arbitrary code execution in Red/Blue using the "8F" item
Posted by: Pavel
Date: 2016-09-04 11:00:57
There's 2 or 3 items with a variant on the name "ws m". Make sure it's the right hex value. I can't remember much, try the page on ws m for inventory photos. Oh, and ws m is Yellow and has a different bootstrap setup, as it runs from boxed PKMN data instead of party PKMN data. Oh, and both need the Daycare to never be used OR the extra leftover data from the last Pokémon expunged from the save, which I can do in a week or so én masse when my Arduinos get here in like 10 days.
Hm, for the ws m item, I followed the indications presented in this video (https://www.youtube.com/watch?v=jR5rov2e6PU), where it is obtained using the ditto glitch with a spe value of 194. So if the ws m item of the US version is also supposed to work for the French version, then I should have the correct one, because I am sure I used of pokemon with a spe stat value equal to 194.
Ok for the bootstrap, yes, I followed the indications provided for Wack0, which are about a box of 20 specific pokemon in a specific order (but the majority of them are asleep and in bad health, following their capture, and my jolteon comes from a lvl 7 evee, obtained through the ditto glitch, dont know if this is relevant to my problem though). Apart from my jolteon, all of them were captured in a legit way, even my scyther.
You are using a correct bootstrap code for the French version (in non-English version European versions the code indeed has to be tweaked, because the addresses are offset by +5).
It's odd that ws m isn't working because if you meet all the item and stored Pokémon requirements the code should work.
Regarding the item position; one thing that may be the problem is if the beginning of your code begins from an item position other than slot 3; as Wack0's bootstrap code is designed to execute your code from slot 3 only; so make sure your item list begins at slot 3.
The place that the item execution begins depends solely on the bootstrap code (how we redirect the code flow from stored Pokémon); so you don't have to worry about ws m executing from the item storage box because that would need a completely different bootstrap code. Using an English language bootstrap code to redirect the code flow to item 3 instead of a French/German/Spanish Italian one may mean that the game would still run the code from D322, which due to the address differences is effectively English Red/Blue's D31E (item 1 quantity).
Additionally make sure that your item quantities/items are correct and the current box loaded is the same storage box as where you stored your 20 Pokémon (the Slowpoke with 233 HP followed by five Slowpoke, Voltorb, Scyther, Jolteon, ten Geodude, Voltorb).
Hope that helps!
Alas, even after verifying everything I could think of, it still did not work, be it the item n°2 x255 script, or the item n°2 change script: my game still freezes.
You mentioned an offset of +5 between the European and the US versions of the game, could it be that this is also relevant to the code being executed by the game when reading the script? For example, if item n°2 is being referenced by an address number, then the code, and so the list item, should be different between European and US versions, right? For example, while reading the topic a bit more, I found posts where people are presenting evidence that some script / items list are different between the two versions, or even between two European versions with two different languages, such as here (http://forums.glitchcity.info/index.php?topic=6638.msg192602#msg192602) and here (http://forums.glitchcity.info/index.php?topic=6638.msg192604#msg192604): there is a difference of amount of 5 for the TM05 item.
EDIT:
EDIT: You're on a French version? Well, there you go. That's the problem. Read the ACE article on the wiki to see the equivalent item.
Ok Yeniaul, thanks for the indication, I will look that up right away. I am sorry, I was so focused on my search on this topic / tread of post in particular that I missed the existence of the other resources of this site : /
EDIT 2:
So Ive read the ACE wiki page (http://glitchcity.info/wiki/Arbitrary_code_execution), and I saw nothing about equivalent items between languages for code in general, though there is a section dedicated to Using 7eme etage in those European version (http://glitchcity.info/wiki/Arbitrary_code_execution#Using_7eme_etage_.2F_P7_.2F_S7_.28French_.26_Italian_.2F_Spanish_.2F_German_Red.2FBlue.29, to which script is that a reference? Is that the name of another object? ), but it seems to be for Red / Blue only.
There is a short section about the yellow wsm (http://glitchcity.info/wiki/Arbitrary_code_execution#Using_.22ws_m.22_.28Yellow.29), but it only talks about the bootstrapping part, and not about an item equivalence between versions.
Finally, I looked up the non-key item duplication part (http://glitchcity.info/wiki/Arbitrary_code_execution#Non-key_item_duplication), which uses different items that what I saw up until now, but it seems designed for Red / Blue; or anyway, it doesnt work either with me : /
Were you thinking about a specific part when recommending me to look up this wiki page, Yeniaul?