Guides:Goldenrod Glitch Pokédex Mode ACE setup (FR)

From Glitch City Wiki
Jump to navigation Jump to search
This is a guide on how to execute and/or exploit a glitch. For a more technical overview of the glitch involved, see Glitch Pokédex Mode ACE.

This page serves as a repository for a Glitch Pokédex Mode ACE setup for the French version of Pokémon Gold & Silver. It is part of the TimoVM's Gen 2 ACE setups set of guides.

Please make sure to fully read every step of the guide before executing them.

If you encounter any issues when going through this guide or would like to provide feedback, please contact TimoVM on the Glitch City Research Institute Discord.

Setting up initial ACE

In the generation 2 games, the pokédex has three different modes that change the order of displayed pokémon within the pokédex. When selecting a certain mode, the game stores the value of the last selected mode in RAM, so that it will keep using this mode when you next use the pokédex. This valueis then used as part of a jump table, which returns the addresses of the functions used to determine the pokédex order.

By setting this value to an invalid pokédex mode value, the game will index this jumptable out of bounds. Some of these invalid values result in addresses that point to wram, resulting in arbitrary code execution. Since this value is in reach of the extended ball pocket, we can abuse an item swap to set such an invalid value.

By using the special properties of a $00 species pokémon, we are able to obtain duplicate key items which can then allow us to set up the extended ball pocket.

In practice, the initial ACE setup will be created using the following general process:

  1. Obtain the necessary items and pokémon for the setup.
  2. Obtain a bad clone.
  3. Convert the bad clone into a $00 species pokémon using the day-care
  4. Use the $00 species pokémon to obtain two additional bicycles, then use duplicate key items glitch to activate the extended ball pocket and set up glitch pokédex mode ACE.

Requirements for this guide

When playing on original cartridge or on emulator, it is absolutely required to have used the Clear Save Data feature (press SELECT + UP + B on the title screen) or have replaced the battery at least once since owning the game.

  • Completing the setup requires having reached Goldenrod City, to access the Day Care and the GoldenRod Dept. Store.
  • Due to technical reasons, please ensure that the following is true for your trainer ID:
    • Your trainer ID must not be equal or higher than 65280.
    • The remainder after dividing your trainer ID by 256 must not be equal to 255.
  • If your trainer ID does not fulfill both requirements, one of the methods described in the guide will not work correctly. When starting from a new save, it is recommended to reset your game until you get a compatible trainer ID. If you do not wish to reset your save, a workaround is provided that requires you to not have traded the Machop in Goldenrod City yet.

A note on the side effects of the method described below

The method described on this page requires fairly heavy abuse of glitches that will produce a number of side effects. All these side effects can be fixed with later applications of ACE and are never permanently harmful for the game in any way:

  • Obtaining duplicate key items requires obtaining a glitch pokémon that cannot be manually released.
  • Duplicate key item swap glitch removes the CANCEL button from the key item pocket.
  • Buying or obtaining additional poké balls causes issues when done with an extended ball pocket.
  • Setting up glitch pokédex mode ACE disables the use of the PokéGear.

A code will be provided at the end of the guide that fixes all these issues in one execution and will allow you to choose a new player name.

Step 1: Collecting the requirements

Next, we'll gather the required items and pokémon for the setup.

  • Do the following before reaching Goldenrod City:
    • After clearing out Team Rocket from the Slowpoke Well, collect a Lure ball by talking to Kurt.
  • Do the following after reaching Goldenrod City:
    • Catch a Drowzee. After catching it, go to the Goldenrod Dept. Store and teach it TM48 (Fire Punch). Finally, move Fire Punch to the second move slot.
    • Clear out the ball pocket and make sure you only have one Lure Ball and two poké ball left.
    • (optional) Set the current pokédex mode to "OLD POKéDEX MODE". This adds a visual marker for a later item swap.

Step 2: Obtaining a $00 species pokémon

Using save corruption, we'll turn a pokémon into a $00 glitch pokémon.

Preparing the box

Before we can use save corruption with any degree of consistency, it is a good idea to fill up a box first. This will give us around 1 frame of leeway to perform save corruption.

  • Using normal cloning, put 15 pokémon in a box that has never been completely full at any point in the past.
    • Make sure you end up with at least 5 copies of Drowzee.
    • For safety reasons, it is recommended you make additional clones of other party pokémon.

Performing the save corruption

Using save corruption, we're going to turn a pokémon into a bad clone using the following process:

  1. Deposit any pokémon to the current active box.
  2. Go to "Move pokémon w/o mail", you will get a prompt to save the game.
  3. Reset the game shortly after the "saving...” text is fully printed.
  4. If successful, upon restarting the game you will find a level 0 female version of the deposited pokémon with a blank name.

Please note that the timing of this is very strict (around 1 frame to obtain a bad clone).

  • If nothing was saved, the reset was too early. Next time, wait a little bit longer to reset.
  • If the pokémon was successfully cloned, the reset was too late. next time, reset a little bit earlier.
  • If the box ever gets to 19 pokémon in total, release pokémon from the box until there are only 15 pokémon present. Make sure to save normally after releasing them.

Use these guidelines and keep retrying until you've obtained a bad clone.

After obaining the bad clone, you can continue with the next step.

Step 3: Obtaining duplicate key items and setting up glitch pokédex mode ACE

This works in any language version on any generation 2 game, the method is based on a translation of a [blogpost from 任意コード].

This method will only work if your trainer ID fulfills both of the following requirements:

  • Your trainer ID must not be equal or higher than 65280.
  • The remainder after dividing your trainer ID by 256 must not be equal to 255.

If your trainer ID does not fulfill both requirements and you do not wish to reset your save, please follow the following steps:

  1. On the 5th floor of the Goldenrod Dept. Store and trade Drowzee for a Machop.
  2. Buy a TM48 (Fire Punch) and teach it to Machop. Rearrange its moves so that Fire Punch is in the second move slot.
  3. Using the cloning glitch, get at least six copies of Machop (it is recommended to keep some spares just to be safe). We'll be using these Machop in the remainder of the setup.

Requirements

Have the following items in the ball pocket:

  • Slot 1: Lure Ball x1
  • Slot 2: Poké Ball x2
  • Slot 3 and beyond: empty

Have the following items in the key item pocket:

  • All key items you've obtained in your save thus far (withdraw all key items (if any) you previously stored from the PC)
  • Bicycle at the top of the key item list

Have the following pokémon in the party:

Compatible trainer ID Incompatible trainer ID
1. Bad clone
2. Drowzee with Fire Punch in second move slot
3. Drowzee with Fire Punch in second move slot
4. Unwanted pokémon
5. Unwanted pokémon
6. Unwanted pokémon
1. Bad clone
2. Traded Machop with Fire Punch in second move slot
3. Traded Machop with Fire Punch in second move slot
4. Traded Machop
5. Traded Machop
6. Traded Machop

Next, have the following pokémon in the box:

Compatible trainer ID Incompatible trainer ID
- 1 unwanted pokémon 
- 1 normal pokémon
- 1 Additional traded Machop
- 1 normal pokémon

Keep in mind that we'll be corrupting both the Drowzees and the unwanted pokémon. Make sure to only use pokémon you do not wish to keep. The normal pokémon will not be corrupted at all during this process.

Obtaining duplicate bicycles

  1. Deposit the bad clone in the daycare and retrieve it. It will now have turned into a glitch pokémon. Arrange your party as follows:
    1. Glitch pokémon
    2. Drowzee/traded Machop with Fire Punch in second move slot
    3. Drowzee/traded Machop with Fire Punch in second move slot
    4. Unwanted pokémon/traded Machop
    5. Unwanted pokémon/traded Machop
    6. Unwanted pokémon/traded Machop
  2. Using "move pokémon w/o mail", add the stored unwanted pokémon/additional traded Machop to the top of your party. This will push the glitch pokémon down to the second slot.
  3. Switch the glitch pokémon in the second slot with the pokémon in the fifth slot.
  4. Select "Deposit pokémon" from the PC and deposit the top two pokémon in your party.
  5. Withdraw the normal pokémon from your box and add it to the party using "Withdraw pokémon".

The party will now contain two Drowzee/Machop that will both be holding a bicycle each. Take these held items to add them to the bottom of the Key Item list. It is now safe to save.

Setting up glitch pokédex mode ACE

  1. Arrange the Ball pocket as follows:
    1. Slot 1: Lure Ball x1
    2. Slot 2: Poké Ball x2
  2. Go to the bottom of the KEY ITEM pocket. Swap the second BICYCLE with the third BICYCLE.
  3. Go to the BALL pocket, the LURE BALL has now changed into a MASTER BALL. The POKé BALL has now changed into an ULTRA BALL. The game now believes you have a total of 160 item slots in the ball pocket, allowing you to scroll past the CANCEL button.
  4. Toss 230 Ultra Balls until you have only 25 Ultra Balls remaining. Swap the Ultra Ball with the item in the 65th item slot (this item slot can be easily recognized due to having a quantity of 1 if you've previously set "OLD POKéDEX MODE" in the POKéDEX).
  5. Go back to the start menu. Check if the PokéGear option has disappeared from the start list. If it has disappeared, you can now save the game.

This swap removes the PokéGear from the start list and will activate Glitch Pokédex Mode ACE. From this point onward, using the pokédex will trigger ACE from $D8CD onward, an address that correspond to the 6th character of the 2nd box name.

Do NOT open the pokédex yet. Opening the pokédex right now will likely crash the game. We first need to set up a way to properly execute ACE in a controlled manner.

Setting up an ACE environment

We have successfully set up Glitch Pokédex Mode ACE, what now?

Using Glitch Pokédex Mode ACE works great for an initial setup, but there are a few drawbacks:

  • At this moment, we are not able to change the Pokédex Mode. This renders the Pokédex unusable for any other purpose than ACE.
  • While $D8CD is a convenient entrance point, box name codes are inconvenient to use due to characterset limitations.

Due to this, we're going to focus on building the setup in three ways:

  • Our aim is to switch from Glitch Pokédex Mode ACE to Wrong Pocket TM ACE. By putting a TM25 in a pocket other than the TM/HM pocket, we can simply use TM25 to execute ACE. TM25 will trigger ACE from address $DA6A onward, which corresponds to stat experience data of the 2nd party pokémon.
  • To help with making TM25 usable, we'll also modify the data of two pokémon so that they can be used with TM25. One pokémon will redirect execution to box names, while the other will redirect execution to the TM/HM pocket.
  • Finally, we're going to install a program, written using TM quantities, that allows us to easily write and execute any code we want. To do that, we're going to use ACE to obtain 255 copies of all TMs, then sell them in specific quantities to write out a program.

In summary, we will proceed as follows:

  • Prepare a mail and box name code that will add TM25, modify two pokémon so that they can be used with TM25 and set all TM quantities to 255.
  • Sell TMs in specific quantities in order to be able to run the Mail Writer
  • Use Wrong Pocket TM25 to run the Mail Writer and clean up the side-effects of the setup.

Step 4: Setting up the Mail Writer

For this part, it is recommended to catch any two pokémon and nickname them, you can use the Master Balls that are in the Ball pocket for this purpose. Give them the following nicknames:

  • "MAILWRITER"
  • "BOXCODES"
  • Arrange your party like this:
    1. Any
    2. Any
    3. MAILWRITER
    4. Any
    5. BOXCODES
    6. Glitch pokémon used in step 3
  • Finally, give any party pokémon a mail with the following language-dependent content to hold:

Setting up box names to set up TM25 and give 255 of every TM

For the French versions of Gold & Silver, we'll set up TM25 and obtain 255 copies of every TM using a single execution. Write the following box name codes:


Once this is done, make sure to save the game.

Step 5: Using Glitch Pokédex Mode ACE

Now that we have everything set up, we are going to use Glitch Pokédex Mode ACE to execute the box name code that we previously set up.

Executing the box name code

You can use Glitch Pokédex Mode ACE using the following process:

  • Make sure that a Bicycle is located at the top of the key item pocket.
  • Read the held mail that was previously given to a party pokémon.
  • Open the start menu and open the pokédex. If the mail and box name codes were written correctly, this will immediately open and automatically close the pokédex.

If the code crashes, check the following:

  • Are the box name codes (or mail) correct?
  • In the 65th slot of the Ball pocket, is the item quantity equal to 25?

Effect of the mail and box name code

The code that we used was fairly complicated and has a couple of separate effects.

  • A TM25 was added to the Key Item pocket and has replaced the Bicycle that was previously there.
  • The MAILWRITER nicknamed pokémon has had its stat experience data changed. When put in the 2nd party slot, using TM25 will redirect execution to the TM/HM pocket.
  • The BOXCODES nicknamed pokémon has had its stat experience data changed. When put in the 2nd party slot, using TM25 will redirect execution to box names.
  • The TM/HM pocket has now been filled with 255 copies of every kind of TM.

Note: From this point onward, the MAILWRITER and BOXNAMES nicknamed pokémon must never gain experience in battle, or else they will no longer function correctly. They can, however, be safely deposited and withdrawn from the PC.

Step 6: Selling TMs to set up the Mail Writer

Now that we have obtained x255 of every TM, we'll be selling specific amounts of these in order to form a program.

The image belows displays the intended final quantities of all TMs, while the table in the next section displays how many TMs of each kind you need to end up with, along with the amount of money you gain by selling them.

Graphical overview


TMs

TM Final Quantity Sell value
TM01 DYNAMICPUNCH x17 357000
TM02 HEADBUTT x85 170000
TM03 CURSE x221 51000
TM04 ROLLOUT x213 42000
TM05 ROAR x213 21000
TM06 TOXIC x213 63000
TM07 ZAP CANNON x33 222000
TM08 ROCK SMASH x43 106000
TM09 PSYCH UP x98 78500
TM10 HIDDEN POWER x207 72000
TM11 SUNNY DAY x225 30000
TM12 SWEET SCENT x209 23000
TM13 SNORE x42 106500
TM14 BLIZZARD x254 1500
TM15 HYPER BEAM x80 262500
TM16 ICY WIND x56 298500
TM17 PROTECT x251 6000
TM18 RAIN DANCE x40 215000
TM19 GIGA DRAIN x10 367500
TM20 ENDURE x135 180000
TM21 FRUSTRATION x134 60500
TM22 SOLARBEAM x18 355500
TM23 IRON TAIL x19 354000
TM24 DRAGONBREATH x35 330000
TM25 THUNDER x129 126000
TM26 EARTHQUAKE x79 264000
TM27 RETURN x18 118500
TM28 DIG x24 231000
TM29 PSYCHIC x239 16000
TM30 SHADOW BALL x33 333000
TM31 MUD-SLAP x1 381000
TM32 DOUBLE TEAM x196 59000
TM33 ICE PUNCH x77 267000
TM34 SWAGGER x205 25000
TM35 SLEEP TALK x144 55500
TM36 SLUDGE BOMB x58 98500
TM37 SANDSTORM x27 228000
TM38 FIRE BLAST x205 50000
TM39 SWIFT x59 196000
TM40 DEFENSE CURL x55 100000
TM41 THUNDERPUNCH x189 99000
TM42 DREAM EATER x40 322500
TM43 DETECT x217 19000
TM44 REST x56 298500
TM45 ATTRACT x240 22500
TM46 THIEF x254 1500
TM47 STEEL WING x08 370500
TM48 FIRE PUNCH x200 82500
TM49 FURY CUTTER x24 346500
TM50 NIGHTMARE x242 13000

Step 6: Using the Mail Writer

  1. It is recommended to save before continuing.
  2. Put the pokémon that was nicknamed "MAILWRITER" into the 2nd party slot.
  3. Use TM25. If everything went correctly, this will start the mail writer and open a screen asking you to input text for a mail.
  4. From now on, you can repeat this process at any time to start the mail writer.
  5. The next section will elaborate on the usage of the Mail Writer. Please read these instructions carefully before proceeding.

If the game crashes, first recheck if all TM quantities are correct. If all quantities are correct, you may need to redo the setup for the "MAILWRITER" pokémon. This can be done using the box codes included a bit further below.

How the mail writer works

Upon execution, the Mail writer will open the mail character entry screen where the player can write up to 32 different characters. After the player has confirmed the mail, the following actions take place:

  • The Mail writer will take pairs of characters and convert them into a single combined value. These values are then sequentially written, converting the 32 letter mail into a 16 byte long line of code.
  • Next, the Mail writer will display a checksum calculated from the combined value of all written bytes for the player to verify. Then the program enters a waiting state where they can either choose to write another mail, go back and correct previously written values or stop the mail writer and execute the newly written payload.
  • If the player has chosen to write a new mail, the Mail writer will open a new mail entry screen. The new mail is then also converted into a 16 byte long line of code and placed right after the code written by the previous mail(s), allowing the player to write arbitrarily long payloads.
  • Assembly can easily be converted to mail codes using TimoVM's MailConverter. Simply paste the assembly of the code you wish to enter here, press "run" and the converter will automatically generate mail codes requiring the least amount of button presses to write.

Mail Writer Controls

Between entering mail codes, the mail writer will ask for user input.

  • Press A to open a new mail and continue writing data.
  • Press B to immediately jump to and start executing the newly written program. Only use this when you've finished every mail.
  • Press any other button to go back one byte at a time to correct errors. If the printed checksum doesn't match the expected checksum, press DOWN 16 times to retry the last mail. This will also overwrite the printed checksum with the value at the currently selected address, giving you a method to check how far back you're going.

Step 7: Using the Mail Writer to fix the side effects of the setup

Finally, we can both test the Mail Writer and fix the side effects of the setup. Please note that, for safety reasons, this cleanup code will not disable Glitch Pokédex Mode ACE. A second code will be provided that allows you to alter the current Pokédex Mode directly.

Simply copy the assembly code that is applicable for your setup, then click the link at the top of the table to go to the MailConverter tool. Make sure to select the current language and "Gold/Silver" as version.

Codes to be used with TimoVM's MailConverter
21 7A D6 2A 23 F6 84 22 AF 21 E1 D5 47 4E 09 23 
36 FF 2E FC 36 01 21 22 DA 4E 35 09 36 FF C9

The cleanup code has the following effects:

  1. Restore the previously existing PokéGear flags.
  2. Add a CANCEL button at the end of the key item list.
  3. Set the amount of items in the ball pocket to 1.
  4. Remove the glitch pokémon at the end of the party.

Optional: Altering the current Pokédex Mode

This code will alter the current active Pokédex Mode. By default, it sets the Pokédex Mode to zero, making it possible to use the Pokédex normally again. By changing the value marked in bold, you can change the value that the Pokédex Mode will be set to. You can reactivate Mode 25, the Mode that executes from $D8CD onward, by changing the value in bold to $19.

Code to be used with TimoVM's MailConverter
3E 00 EA 7E D6 C9

Conclusion: What to do with the Mail writer

The Mail writer allows you to easily write and execute arbitrary payloads. Aside from writing your own codes, we recommend the following:

  • Mail codes: this page contains a collection of assembly for mail codes that can be used for a variety of common purposes such as editing pokémon, obtaining items, etc..
  • RAM writer: (recommended for more experienced users) this page contains the assembly for a large one-size-fits all program that allows you to edit any value in RAM with a user-friendly GUI. It will also fix the side effects of the ACE setup when you first run it.

Addendum: Repairing the "MAILWRITER" pokémon

In case something happens with the "MAILWRITER" nicknamed pokémon that causes it to no longer function, you can repair the pokémon without having to reset TM quantities using the following procedure:

  • Arrange the party as follows:
    1. Any
    2. "BOXCODES" pokémon
    3. "MAILWRITER" pokémon
    4. Any
    5. Any
    6. Any

Repairing the setup using Glitch Pokédex Mode ACE

  • Enter the following box name. Please mind the differences between uppercase X (), lowercase x () and multiplication symbol ().

  • Make sure to read the mail that we previously wrote:

  • Note: as a side effect of using this set of codes, the first item in the Key item pocket will be mutated to a TM25. Make sure to put TM25 in the first slot to prevent accidentally losing important Key items.
  • Open the pokédex to execute the code. If the game crashes, double check the box name code and ensure you've performed every step of the process correctly
  • If the code executes succesfully, the "MAILWRITER" nicknamed pokémon has now been repaired.

Repairing the setup with Wrong Pocket TM25

  • Enter the following box name. Please mind the differences between uppercase X (), lowercase x () and multiplication symbol ().

  • Make sure to put the "BOXCODES" nicknamed pokémon in the 2nd party slot.
  • Use TM25 to execute the code. If the game crashes, double check the box name code and ensure you've performed every step of the process correctly.
  • If the code executes succesfully, the "MAILWRITER" nicknamed pokémon has now been repaired.

Appendix

Plain text transcripts of codes

  • Glitch Pokédex mail
Language Mail
French
p 0 ç é 5 4 j' 7 é 4 4 j' é é 6 4
é Mn 2 j' W ♀ j' + 's ç 2 Pk p 0 - 1
  • Setup box name code
Language Box names
French
Box 1: é 5 2 ? O é 2 2
Box 2: n' n' n' n' n' p ♀ Pk
Box 3: 0 g ♂ u' s é 6 2
Box 4: ? b é ♀ 2 u' ♂ 5
Box 5: é 3 2 u' t é 0 2
Box 6: é ; 4 p u' 6 ♀ ]
Box 7: ♀ ♀ ♀ ♀ ♀ 's 5 5
Box 8: ? ♀ é [ 4 u' x 5
Box 9: é ( 4 H u' z 5 5
Box 10: é : 4 * é ) 4 n'
  • Reset box name code (Glitch Pokédex Mode)
Language Box names
French
Box 1: p u' 6 é ) 4 u' F
Box 2: é ; 4 n' n' p ♀ Pk
Box 3: 0 g ♂ T é [ 4 5
Box 4: u' X é ( 4 H u' z
Box 5: é : 4 n' 
  • Reset box name code (Wrong Pocket TM)
Language Box names
French
Box 1: p u' 6 é ) 4 u' F
Box 2: é ; 4 u' I é [ 4
Box 3: u' w é ( 4 H u' z
Box 4: é : 4 n' 

In-depth explanation of the setup

Effect of the glitch pokédex mode

In the 2nd generation of Pokémon games, the Pokédex offers three different modes of sorting pokémon species (New, Old, A-Z). When the Pokédex is opened, the game checks which mode was last active, then launches a function to sort all species. Since the game needs to know which mode was last active, the last used Pokédex mode is stored in RAM at address $D67E.

By swapping an item stack using the extended Ball Pocket, we can directly overwrite the value for the last used mode. When the Pokédex is next opened, the game will read this value and attempt to launch an invalid sorting function depending on the value used, some of which will trigger ACE.

For the French versions of Gold & Silver, mode 25 ($19) will trigger ACE from $D8CD onward, which corresponds to the 6th character of the 2nd box name.

Effect of the mail

The last read mail is buffered from $CEED onward. Converting the characters from the mail to assembly results in the following, ordered by language:

French

Mail

AF		xor a		; a = $00
F6 BF		or $BF		; a = $BF
EA FB FA	ld ($FAFB), a
D6 FD		sub $FD		; a = $C2
EA FA FA	ld ($FAFA), a
D6 EA		sub $EA		; a = $D8
EA FC FA	ld ($FAFC), a
4E		ld c, (hl)
EA B8 D5	ld (wItems), a	; Change first item in main item pocket to TM25
D6 96		sub $96		; a = $42
F5 		push af
DE E4		sbc $E4		; a = $5E, set carry flag
DC BF F8	call c, wBoxNames
E1 		pop hl		; h = $42
AF 		xor a		; a = $00
F6 E3 		or $E3		; a = $E3
F7		rst30h		; Jump to $10:42E3, final bytes of Pokedex_ReinitDexEntryScreen. This will set $CE63 to $FF, causing immediate exit of Pokédex after return

Bootstrap ($FAFA, 5th party pokémon's stat experience)

C2 BF D8	jr nz, wBoxNames

Effect of the setup box name code

Converting the characters from box names to assembly results in the following code. Please note that the box name code overwrites part of itself, the translated assembly assumes the code was already used once.

The code overwrites part of itself to call the byteFill function. This will fill the area between $D57E and $D5AF with $FF values, setting all 50 TM quantities to 255. Separately, this code overwrites the latter half of party pokémon #5's stat experience data, allowing it to function as a TM25 bootstrap that redirects execution to the Mail Writer.

French

Box 1: $D8BF
EA FB F8	ld ($F8FB), a	; a = $5E
E6 8E		and $8E		; a = $0E
EA F9 F8	ld ($F8F9), a
50		ld d, b

Box 2: $D8C8
D9		reti
D9		reti		
D9		reti
D9		reti
D9		reti
AF		xor a		; Entry point of mode 25, a = $00
F5		push af
E1		pop hl		; hl = $0080
50		ld d; b

Box 3: $D8D1
F6 A6		or $A6		; a = $A6
EF		rst28h JumpTable; Due to ROM header structure, call $CEEA, three bytes before the last read mail
DE B2		sbc $B2		; a = $31
EA FC F8	ld ($F8FC), a
FB		ei
50		ld d, b

Box 4: $D8DA
E6 A1		and $A1		; a = $21
EA F5 F8	ld ($F8F5), a
DE EF		sbc $EF		; a = $32, carry flag set
FB		ei
50		ld d, b

Box 5: $D8E3
EA F8 F8	ld ($F8F8), a
DE B3		sbc $B3		; a = $7E
EA F6 F8	ld ($FD8F6), a
50		ld d, b

Box 6: $D8EC
EA 9D FA	ld ($FA9D), a
AF		xor a		; a = $00, carry flag reset
DE FC		sbc $FC		; a = $04, carry flag set
F5		push af
9F		sbc a		; a = $FF, carry flag set
21

Box 7: $D8F5
   7E F5	ld hl, wTMsHMs
01 32 00	ld bc, $0032
DC 5E 31	call c, byteFill
50		ld d, b

Box 8: $D8FE
E6 F5		and $F5		; a = $F5, carry flag reset
EA 9E FA	ld ($FA9E), a
DE B7		sub $B7 	; a = $3E, carry flag reset
FB		ei
50		ld d, b

Box 9: $D907
EA 9A FA	ld ($FA9A), a
87		add a		; a = $7C, carry flag reset
DE B9		sbc $B9		; a = $C3, carry flag set
FB		ei
FB		ei
50		ld d, b

Box 10: $D910
EA 9C FA	ld ($FA9C), a
F1		pop af		; a = $04, carry flag set
EA 9B FA	ld ($FA9B), a
D9		ret c
50		ld d, b

Party pokémon #3's stat experience, starting from $DA9A
3E 04		ld a, $04
C3 7E F5	jp wTMsHMs

Effect of the TM code

Converting the TM quantities to assembly results in the following code. Please note that this code requires a value of $04 in register a in order to properly work.

French

11 55 DD	ld de, $DD55
D5		push de
D5		push de		; .nextMail
D5		push de
21 2B 62	ld hl, _ComposeMailMessage
CF		rst08h, FarCall a:hl
E1		pop hl
D1		pop de
2A		ldi a, (hl)	; .continue
FE 50		cp $50
38 FB		jr c, .continue
28 0A		jr z, .terminator
87		add a, a
86		add a, (hl)
12		ld (de), a
13		inc de
23		inc hl
81		add a, c
4F		ld c, a
12		ld (de), a
18 EF		jr .continue
21 01 C4	ld hl, $C401	; .screenLoop
4D		ld c, l
CD 90 3A	call PrintBCDNumber.loop
1B		dec de		; .goBack
CD 3B 37	call JoyTextDelay_ForcehJoyDown
BD		cp a, l		; l = $04
28 D9		jr z, .nextMail
38 F0		jr c, .displayLoop
FE 08		cp $08
C8		ret z
18 F2		jr .goBack

Effect of the side effect-fixing code

When using the Mail Writer, the assembly from this code is directly written and executed as follows:

21 7A D6	ld hl, $D67A	; Address where the original pokégear flags have been displaced to
2A		ldi a, (hl)
23		inc hl
F6 84		or $84		; Ensures that minimal pokégears are restored if $D67A is empty
22		ldi (hl), a
AF		xor a		; a = $00
21 E1 D5	ld wNumKeyItems	; Current amount of key items in key item pocket
47		ld b, a		; b = $00
4E		ld c, (hl)	; Set c to amount of key items
09		add hl, bc
23 		inc hl
36 FF		ld (hl), $FF	; Restore cancel button to key item pocket
2E FC		ld l, $FC	; hl targets wNumBalls
36 01		ld (hl), $01	; Set current amount of balls in ball pocket to 1
21 22 DA	ld hl, wPartyCount
4E		ld a, (hl)
35		dec (hl)	; Remove last party pokémon
09		add hl, bc
36 FF		ld (hl), $FF	; Re-add proper terminator to party list
C9		ret

Effect of the pokédex mode-altering code

When using the Mail Writer, the assembly from this code is directly written and executed as follows:

3E XX		ld a, $XX
EA 7E D6	ld (wLastDexMode), a
C9		ret

Effect of the reset box name code (Glitch Pokédex Mode)

Converting the characters from box names to assembly results in the following code. This code overwrites the latter half of party pokémon #3's stat experience data, allowing it to function as a TM25 bootstrap that redirects execution to the Mail Writer.

French

Box 1: $D8BF
AF		xor a		; a = $00, reset carry flag
DE FC		sbc $FC		; a = $04, set carry flag
EA 9B FA	ld ($FA9B), a
D6 85		sbc $85		; a = $7E, set carry flag
50		ld d, b

Box 2: $D8C8
EA 9D FA	ld ($FA9B), a
D9		reti
D9		reti
AF		xor a		; Entry point of mode 25, a = $00
F5		push af
E1		pop hl		; hl = $0080
50		ld d, b

Box 3: $D8D1
F6 A6		or $A6		; a = $A6
EF		rst28h JumpTable; Due to ROM header structure, call $CEEA, three bytes before the last read mail
93		sub e		; a = $F5, set carry flag
EA 9E FA	ld ($FA9E), a
FB		ei
50		ld d; b

Box 4: $D8DA
DE 97		sub $97		; a = $3E, reset carry flag
EA 9A FA	ld ($FA9A), a
87		add a, a	; a = $7C, reset carry flag
DE B9		sbc $B9		; a = $C3, set carry flag
50		ld d, b

Box 5: $D8E3
EA 9C FA	ld ($FA9C), a
D9		reti
50		ld d, b

Party pokémon #3's stat experience, starting from $DA9A
3E 04		ld a, $04
C3 7E F5	jp wTMsHMs

Effect of the reset box name code (Wrong Pocket TM)

Converting the characters from box names to assembly results in the following code. This code overwrites the latter half of party pokémon #3's stat experience data, allowing it to function as a TM25 bootstrap that redirects execution to the Mail Writer.

This code requires a bootstrap pokémon in the 2nd party slot that redirects execution to box names.

French

Box 1: $D8BF
AF		xor a		; a = $00, reset carry flag
DE FC		sbc $FC		; a = $04, set carry flag
EA 9B FA	ld ($FA9B), a
D6 85		sbc $85		; a = $7E, set carry flag
50		ld d, b

Box 2: $D8C8

EA 9D FA	ld ($FA9B), a
DE 88		sbc $88		; a = $F5, set carry flag
EA 9E FA	ld ($FA9E), a
50		ld d; b

Box 3: $D8D1

DE B6		sub $D6		; a = $3E, reset carry flag
EA 9A FA	ld ($FA9A), a
87		add a, a	; a = $7C, reset carry flag
DE B9		sbc $B9		; a = $C3, set carry flag
50		ld d, b

Box 4: $D8DA

EA 9C FA	ld ($FA9C), a
D9		reti
50		ld d, b

Party pokémon #3's stat experience, starting from $DA9A
3E 04		ld a, $04
C3 7E F5	jp wTMsHMs