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Using arbitrary code execution, it is possible to create a custom player sprite.
English Red/Blue
Using a memory editor, write the desired sprite data (to be injected directly into the VRAM) at regions DA80-DC84 and then run the following at D53A (to run via jp D53A instruction) for an arbitrary code execution glitch item. Once run, the game will continue to constantly write the same data to VRAM and bypass VRAM inaccessibility once the menu is closed.The player sprite is composed of four 'chunks', each size 0x80 (128). DA80 corresponds with 8000. DB01 corresponds with 8080. DB82 corresponds with 8800. DC03 corresponds with 8880.
ld hl,D36E
ld a,43
ldi (hl),a
ld a,D5
ldi (hl),a
ld de,8000
ld hl,DA80
ld bc,0080
call 00B5
ld de,8080
ld hl,DB01
ld bc,0080
call 00B5
ld de, 8800
ld hl,DB82
ld bc,0080
call 00B5
ld de,8880
ld hl,DC03
ld bc,0080
call 00B5
ret