JumpTable patch idea/dumping ACE pointers with no emulator with Game Genie?
Posted by: Torchickens
Date: 2020-02-25 17:22:20
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'm wondering if the JumpTable (s) in Generations I/II could be patched with Game Genie to not run code but dump it in RAM; for instance, whenever you use an arbitrary code execution, it instead replacing your items with the effect pointer, so that 8F prints D1 63 as TM09 x99 or similar.