Guides:Wrong Pocket TM ACE setup (non-EN)

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WARNING: This portion of the guide is outdated, the contents of this guide have been merged with the main setup articles. It is only kept for legacy purposes. You can find all up-to-date guides on the TimoVM's Gen 2 ACE setups article.

This is a guide on how to execute and/or exploit a glitch. For a more technical overview of the glitch involved, see Wrong pocket TMs and HMs.

This page serves as a repository for a Wrong Pocket TM ACE setup for the French, German, Italian and Spanish versions of Pokémon Gold & Silver. It is part of the TimoVM's Gen 2 ACE setups set of guides.

The preparation is best done during daytime in-game. If needed, you can change the in-game clock with the help of this tool.

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, items are stored in their own dedicated compartiments. All TMs and HMs are stored in their own pocket, all key items are kept in their own pocket, etc..

By glitching an item into a pocket that it's not supposed to be, we can use the item to achieve various glitchy effects. In particular, using TMs from the wrong pocket will confuse the game, causing it to treat the TM as a "normal" item and execute invalid item effects, some of which can lead to arbitrary code execution.

TM25, in particular, executes code starting from $FA6A, a duplicate of address $DA6A. This region corresponds to party pokémon #2's stat experience. In this guide, we'll go through the process of obtaining TM25 outside the TM/HM pocket, along with how to obtain a pokémon that can redirect TM25's effect to the start of box names ($D8BF).

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. Use the bad clone to obtain two additional bicycles. then use duplicate key items glitch to place TM25 (an ACE item) in the ball pocket.

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 small amount of side effects. All these side effects can be fixed with later applications of ACE and are never permanently harmful for the game:

  • 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.

Later parts of the guide will offer methods to fix these side effects.

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.

  • We'll require a pokémon that has exclusively defeated a set of specific encounters within Union Cave and route 33.
  • 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.

Step 1: Preparing a pokémon that can be used with wrong pocket TM25

  1. Either in the Union Cave or on route 33, catch a pokémon that is (preferably) at least lvl 6 and not a Hoppip. Give it a specific nickname, such as "BOXCODES" to remember that it will be used as part of a Coin Case ACE setup that executes box name codes.
  2. Have it fight the following pokémon and defeat them solo (order doesn't matter, the pokémon must be the only pokémon to gain experience from the battle)
    • Rattata - Union Cave, Route 33, higher spawn rate in Union Cave compared to route 33
    • Hoppip - Route 33
    • Hoppip - Route 33
  3. Have it fight the following pokémon with the help of exactly one other pokémon (the experience must be shared between exactly two party pokémon)
    • Onix - Union Cave
  4. The "BOXCODES" nicknamed pokémon must never gain experience from any other battle from this point onward

Step 2: Obtaining a bad clone through resetting while saving

A bad clone is created when you reset the game at a very specific time frame where:

  • The game has saved that additional pokémon were deposited in the active box.
  • The game has not yet saved the actual data of the deposited pokémon.

In combination with the Day Care, we can turn this bad clone into a glitch pokémon that we'll be using to perform a variety of glitches.

Requirements

  • A box that has never been completely full at any point in the past.
  • Fill this box with 15 pokémon. You can use cloning glitch to obtain the required pokémon.
  • An additional pokémon that you can deposit to the PC.

Obtaining the bad clone

  1. Deposit any party 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 glitched name. Make sure you only withdraw this pokémon to your party using "Move pokémon w/o mail" to keep it at lvl 0.

Please note that the timing of this is very strict (around frame perfect).

  • If nothing was saved, the reset was too early. Wait a little bit longer to reset.
  • If the pokémon was successfully cloned, the reset was too late. 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.

Step 3: Obtaining additional bicycles and getting TM25 in the ball pocket

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 route 34, catch a Drowzee.
  2. On the 5th floor of the Goldenrod Dept. Store and trade Drowzee for a Machop.
  3. Buy a TM48 (Fire Punch) and teach it to Machop. Rearrange its moves so that Fire Punch is in the second move slot.
  4. 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 2: Poké Ball x1
  • Slot 2 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 bottom 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

You can buy the TM for Fire Punch at the Goldenrod Dept. Store. To save on time and money, catch one Drowzee (50% encounter odds all day on route 34) and teach it Fire Punch, then clone it using cloning glitch.

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.

Obtaining TM25

  1. Go to the bottom of the key item list. The bottom of the list should consist of three separate bicycles.
  2. Press select on the second bicycle and swap it with the third bicycle. The number of bicycles will decrease, the "Cancel" button will change to a "Teru-Sama" item.
  3. Go to the ball pocket and toss 39 of the Master Ball that is now present in your inventory. The final quantity of the item should be a number ending in "6".
  4. Return to the Key Item pocket, press select on the upper bicycle and swap it with the bottommost item. This leaves you with a single bicycle, will turn the "Teru-Sama" into a "Paralyz Heal" and change the item of the Ball pocket into a TM25. It is now safe to save.

Do not worry about the glitch pokémon that's still in your party or the key item list that lacks a cancel button, we'll fix both at a later point in time.

Step 4: How to execute ACE using TM25

Now that we have obtained TM25 outside of the TM/HM pocket, we'll need to set up everything needed to actually safely use it. TM25's effect is to execute code starting from party pokémon #2's stat experience data. What we'd like to do is to redirect it such that box names get executed instead:

  • Prepare the party to ensure that code gets safely redirected to box names.
  • Prepare specific box names to run a simple test code.

Finishing the setup

  1. Arrange your party like the following:
    1. Any
    2. "BOXCODES" nicknamed Pokémon that has defeated a specific set of pokémon
    3. Any
    4. Any
    5. Any
    6. Glitch pokémon used in part 31
  2. Finally, give the "BOXCODES" nicknamed pokémon a flower mail with the following language-specific content:
French German Italian Spanish




1 This last pokémon is not strictly needed for the setup, but is placed here in order to remove it from the party with a later box name code. If you do not wish to remove it, simply replace it with an unwanted pokémon.

Preparing a test box name code

Rename the first box name to the following language-specific name. This box name code will be replaced later and is solely intended to verify if the setup is working correctly. Their only function is to safely exit ACE and return the game to normal:

French German Italian Spanish




Step 5: Using Wrong Pocket TM25 ACE

In order to use ACE, always perform the following steps:

  • Ensure the "BOXCODES" nicknamed pokémon is in party slot #2.
  • Read the mail that was given to the nicknamed pokémon.
  • Use TM25 once. This will execute ACE.

Make sure to test the setup by going through this process once. With the current box name setups, you can ensure the setup working if you can are able to use TM25 without the game crashing.

If the test code still crashes, check the following:

  • Did you correctly follow the previous steps?
  • Is the box name code correctly entered?
  • Is the content of the mail correct for the game's language?
  • Did you ensure that the nicknamed pokémon only received experiences from the four specific encounters? Were both Hoppip and Rattata defeated using only the nicknamed pokémon? Was Onix defeated such that experience was shared between the nicknamed pokémon and only one other pokémon?

Anytime you wish to execute wrong pocket TM25 ACE, make sure the "BOXCODES" nicknamed pokémon is in party slot #2 and the held mail was read before using TM25.

Setting up an ACE environment

While we now have a way to execute box name codes using ACE, the current setup has a few drawbacks:

  • Executing ACE requires reading a mail before every execution
  • Box name codes have a limited characterset, effectively meaning that it's difficult to set up more complicated ACE effects.

To resolve this issue, we're going to install the Mail Writer. This is a 50 byte program, installed as a series of TM quantities, that will allow us to quickly and efficiently write and execute any arbitrary code we want.

To do that, we're going to use a box name code to obtain 255 copies of all TMs, then sell them in specific quantities to write out a program. Alongside that, the box name code will also alter a party pokémon's data. This will allow us to use the Mail Writer with TM25, as long as this pokémon is kept in the second party slot.

The mail writer itself will be installed in the TM/HM pocket through the following two step process:

  1. Execute a box code using Coin Case ACE that sets the quantities of all 50 TMs to x255, as well as placing a TM25 in the main item pocket. On top of that, it will modify the data of party pokémon #3 so that TM25's effect gets redirected to the start of the TM/HM pocket, as long as it is kept in the second party slot.
  2. Sell TMs in specific quantities so that the amount of TMs in the TM/HM pocket spell out a small mail writer program.

Step 6: Setting all TM quantities to x255

  • Rename box names to form the following language dependent codes. Please mind the differences between uppercase X (), lowercase x () and multiplication symbol ().
French German Italian Spanish




  • Catch any pokémon and nickname it "MAILWRITER". Put it in the third party slot. We'll alter this pokémon's stat experience to redirect TM25 execution to the TM/HM pocket
  • Ensure that you have everything set up for Wrong Pocket TM25 ACE:
    • "BOXCODES" nicknamed pokémon holding mail in party slot #2
    • Read the correct mail beforehand
  • Use TM25 once. If the code was executed successfully, switch to the TM/HM pocket. It should now contain every TM at a quantity of x255.

NOTE: due to limitations, the German version of this box code can only be used once. If you need to use it again, make sure to redo box 7's name.

Step 7: Selling TMs to form a program in the TM/HM pocket

Now that we have obtained x255 of every TM, we'll be selling specific amounts of these in order to form a program. This program differs slightly depending on the specific language you're using. The following table displays how many TMs of each kind you need to end up with, along with the amount of money you gain by selling them.

French German Italian Spanish




Language independent 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 SEE NEXT TABLE
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 SEE NEXT TABLE
TM36 SLUDGE BOMB x58 98500
TM37 SANDSTORM x27 228000
TM38 FIRE BLAST x205 50000
TM39 SWIFT SEE NEXT TABLE
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

Language dependent TMs

TM French German Italian Spanish
Final amount Amount sold for Final amount Amount sold for Final amount Amount sold for Final amount Amount sold for
TM08 ROCK SMASH x43 106000 x34 110500 x118 68500 x153 51000
TM35 SLEEP TALK x144 55500 x230 12500 x222 16500 x162 46500
TM39 SWIFT x59 196000 x135 120000 x127 128000 x77 178000

Running the newly written program

  • It is recommended to save before continuing.
  • Put the pokémon that was nicknamed "MAILWRITER" into the 2nd party slot.
  • Use TM25. If everything went correctly, this will start the mail writer and open a screen asking you to input text for a mail.
  • From now on, you can repeat this process at any time to start the mail writer.

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.

A note on the nicknamed pokémon: when running the box name code, we altered "MAILWRITER"'s stat experience data to contain a redirect to the TM/HM pocket. You can safely deposit and withdraw it from the PC. Please note that this pokémon must never gain experience after this point, otherwise you'll need to reapply the setup.

Step 8: Using the mail writer

From now on, simply go through the necessary steps to use TM25 to start up the RAM writer.

The mail writer will open a screen that asks you to write the contents of a mail. This is where you'll need to enter mail codes. Once done, use the "END" option to finish the mail.

This will cause the mail writer to convert the newly written code into assembly. It will also print a checksum (sum of all written values) on the screen just to the right of the lower row. This can be used to verify if a code was entered correctly.

Due to a lack of available memory in the TM/HM pocket, it is not possible to quit the RAM writer without executing the newly written code. If you ever accidentally activate the mail writer and would like to quit, simply write a mail containing "Rh", then confirm and exit the RAM writer.

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.

Controls

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

  • Press SELECT to open a new mail and continue writing data.
  • Press START 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.
Enter your mail code, then press "END". It prints the checksum and waits for input.

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 fixing the side effects of the ACE setup, editing pokémon and 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 holding mail
    3. "MAILWRITER" pokémon
    4. Any
    5. Any
    6. Any
  • Enter the following language-specific box name. Please mind the differences between uppercase X (), lowercase x () and multiplication symbol ().
French German Italian Spanish




  • Read the mail held by the "BOXCODES" pokémon
  • Use TM25 to execute the code. If the game crashes, doublecheck 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

  • Mail
French German
A A A A A A A A A A A A A A A A
A A p û ç 2
A A A A A A A A A A A A A A A A
A A ë y é ß 2 ë 9 é Ä 2 ä Ä 2 
Italian Spanish
A A A A A A A A A A A A A A A A
A A p ñ Á 2 
A A A A A A A A A A A A A A A A
A A p ñ Á 2 
  • Test box codes
French German
n'
A A A A 0 9 Ä 
Italian Spanish
Í
Í
  • Set all TM quantities to x255 and set up TM25 bootstrap
French German
Box 1: A p é 3 2 u' 9 5
Box 2: é 1 2 u' c é 5 2
Box 3: H u' L é 6 2 ? b
Box 4: é , 2 u' ♂ é 2 2
Box 5: u' t é ♀ 2 é ; 4
Box 6: p u' 5 é ) 4 ] 5
Box 7: ♀ ♀ ♀ ♀ ♀ 's
Box 8: ? ♀ é [ 4 u' x 5
Box 9: é ( 4 H u' z 5 5
Box 10: é : 4 n'
Box 1: Ä Ä , 2 ö ß 2 W
Box 2: ö ß 2 W ö ß 2 o
Box 3: ö ß 2 w G ö ß 2
Box 4: G ö ß 2 G ö ß 2
Box 5: G ö ß 2 g ö ß 2
Box 6: p 0 ( ö ß 2 0 9
Box 7: d J 5 T S v y b
Box 8: 4 ? [space] ? ß ö ß 2
Box 9: ? E ö ß 2 p 0 Ü
Box 10: ö ß 2 H E ö ß 2
Box 11: p 0 ♀ ä ß 2
Italian Spanish
Box 1: A p é 3 2 ° 9
Box 2: é 1 2 ° 7 é ) 2
Box 3: ° G é ♀ 2 é ; 4
Box 4: È d é , 2 ° ♂
Box 5: é 2 2 È 9 é 6 2 
Box 6: p ° P é 5 2 0 9 
Box 7: A ♀ ♀ ♀ ♀ ó
Box 8: p 0 ♀ é [ 4 ° x
Box 9: é ( 4 È F é : 4
Box 10: ì
Box 1: A p é 3 2 ° 9
Box 2: é 1 2 ° 7 é ) 2
Box 3: ° G é ♀ 2 é ; 4
Box 4: È d é , 2 ° ♂
Box 5: é 2 2 È 9 é 6 2 
Box 6: p ° Q é 5 2 0 9 
Box 7: A ♀ ♀ ♀ ♀ ó
Box 8: p 0 ♀ é [ 4 ° x
Box 9: é ( 4 È F é : 4
Box 10: ì
  • Repair bootstrap
French German
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' 
Box 1: Ä Ä ( 4 p 0 ] H
Box 2: ö ß 2 ? E ö ß 2
Box 3: p 0 Ü ö ß 2 H E
Box 4: ö ß 2 p 0 ♀ 5 5
Box 5: ä ß 2
Italian Spanish
Box 1: p ° 6 é ) 4 ° G
Box 2: é ; 4 ° J é [ 4
Box 3: ° x é ( 4 H ° z
Box 4: é : 4 Í
Box 1: p ° 6 é ) 4 ° G
Box 2: é ; 4 ° J é [ 4
Box 3: ° x é ( 4 H ° z
Box 4: é : 4 Í

In-depth explanation of the setup

Effect of party pokémon #3

Defeating the provided list of pokémon will result in the following values at the following addresses, assuming the pokémon is in party slot #2:

DA65	00	nop
DA66	75	ld [hl], l
DA67	00	nop
DA68	94	sub a, h
DA69	00	nop
DA6A	C3
DA6B	00
DA6C	CF	jp $CF00
DA6D	00	nop
DA6E	6E	ld l, [hl]

Using TM25 will cause execution to jump to $DA6A, after which execution will immediately jump to $CF00, which is in the middle of the last buffered mail.

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

80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
4E		ld c, (hl)	; Newline control character.
80		add a, b
80		add a, b
AF		xor a		; Located at $CF00, all values before this address are filler and will not be executed.
C8 BF F8	jp z, wBoxNames	; start of box code data
German

80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
4E		ld c, (hl)	; Newline control character.
80		add a, b
80		add a, b
C6 B8		add $B8		; Located at $CF00, all values before this address are filler and will not be executed. a = $22
EA BE F8	ld (F8BE), a	; One byte before the start of wBoxNames
C6 FF		add $FF		; a = $21
EA C0 F8	ld (F8C0), a	; One byte after the start of wBoxNames
C3 C0 F8	jp F8C0		; Jump to second character of box name #1
Italian & Spanish

80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
80		add a, b
4E		ld c, (hl)	; Newline control character.
80		add a, b
80		add a, b
AF		xor a		; Located at $CF00, all values before this address are filler and will not be executed.
C8 BF F8	jp z, wBoxNames	; Start of box code data

Effect of the test box name

Box name data starts from $D8BF onward. Converting the provided mail code to assembly results in the following:

French

C9		ret		; Safely return to normal game operation
German (starts from $D8BE onward, content overwritten by mail)

22		ldi (hl), a
80		add a, a
21 80 80	ld hl, $8080
F6 FF		or $FF		; a = $FF, reset carry & zero flag
C0		ret nz		; Safely return to normal game operation
Italian & Spanish

C9		ret		; Safely return to normal game operation

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
80		add a, b
AF		xor a		; a = $00, carry flag reset
EA F9 F8	ld ($F8F9), a
DE FF		sbc $FF		; a = $01, carry flag set
FB		ei
50		ld d, b

Box 2: $D8C8
EA F7 F8	ld ($F8F7), a
DE A2		sbc $A2		; a = $5E, carry flag set
EA FB F8	ld ($F8FB), a
50		ld d; b

Box 3: $D8D1
87		add a		; a = $BC, carry flag reset
DE 8B		sbc $8B		; a = $31, carry flag reset
EA FC F8	ld ($F8FC), a
E6 A1		or $A1		; a = $21, carry flag reset
50		ld d, b

Box 4: $D8DA
EA F4 F8	ld ($F8F4), a
DE EF		sbc $EF		; a = $32, carry flag set
EA F8 F8	ld ($F8F8), a
50		ld d, b

Box 5: $D8E3
DE B3		sbc $B3		; a = $7E, carry flag set
EA F5 F8	ld ($F8F5), a
EA 9D FA	ld ($FA9D), a
50		ld d, b

Box 6: $D8EC
AF		xor a		; a = $00, carry flag reset
DE FC		sbc $FC		; a = $04, carry flag set
EA 9B FA	ld ($FA9B), a
9F		sbc a		; a = $FF, carry flag set
FB		ei
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: $D907
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: $D910
EA 9A FA	ld ($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: $D919
EA 9C FA	ld ($FA9C), 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

German

Lead-up to wBoxNames: $D8BE
22		ldi (hl), a

Box 1: $D8BF
C0
21 F4 F8	ld hl, $F8F4	; Corresponds to terminator of box #9's name
C4 BE F8	call nz, $F8BE	; Due to mail, a = $21
96		sub (hl)	; a = $7E
50		ld d, b

Box 2: $D8C8
C4 BE F8	call nz, $F8BE
96		sub (hl)	; a = $F5
C4 BE F8	call nz, $F8BE
AE		xor (hl)	; a = $0E
50		ld d; b

Box 3: $D8D1
C4 BE F8	call nz, $F8BE
B6		or (hl)		; a = $9F
86		add (hl)	; a = $32
C4 BE F8	call nz, $F8BE
50		ld d, b

Box 4: $D8DA
86		add (hl)	; a = $C3
C4 BE F8	call nz, $F8BE
86		add (hl)	; a = $79
C4 BE F8	call nz, $F8BE
50		ld d, b

Box 5: $D8E3
86		add (hl)	; a = $31
C4 BE F8	call nz, $F8BE
A6		and (hl)	; a = $21
C4 BE F8	call nz, $F8BE
50		ld d, b

Box 6: $D8EC
AF		xor a		; a = $00
F6 9A		or $9A		; a = $9A
C4 BE F8	call nz, $F8BE
F6 FF		or $FF		; a = $FF
21

Box 7: $D8F5
   7E F5	ld hl, wTMsHMs
0E 32		ld c, $32
C4 5E 31	call nz, byteFill
21 9A

Box 8: $D907
      FA	ld hl, $FA9A
E6 7F		and $7F		; a = $7F
E6 BE		and $BE		; a = $3E
C4 BE F8	call nz, $F8BE
50		ld d, b

Box 9: $D910
E6 84		and $84		; a = $04
C4 BE F8	call nz, $F8BE
AF		xor a		; a = $00
F6 C2		or C2		; a = $C2
50		ld d, b

Box 10: $D919
C4 BE F8	call nz, $F8BE
87		add a		; a = $84
84		add a, h	; a = $7E
C4 BE F8	call nz, $F8BE

Box 11: $D922
AF		xor a
F6 F5		or $F5		; a = $F5
C3 BE F8	jp $F8BE

Party pokémon #3's stat experience, starting from $DA9A
3E 04		ld a, $04
C2 7E F5	jp nz, wTMsHMs	; Carry and zero flag are both reset when using TM25

Italian

Box 1: $D8BF
80		add a, b
AF		xor a		; a = $00
EA F9 F8	ld ($F8F9), a
D6 FF		sub $FF		; a = $01
FB		ei
50		ld d, b

Box 2: $D8C8
EA F7 F8	ld ($F8F7), a
D6 FD		sub $FD		; a = $04
EA 9B FA	ld ($FA 9B), a
50		ld d; b

Box 3: $D8D1
D6 86		sub $86		; a = $7E
EA F5 F8	ld ($F8F5), a
EA 9D FA	ld ($FA9D), a
50		ld d, b

Box 4: $D8DA
C6 A3		add $A3		; a = $21
EA F4 F8	ld ($F8F4), a
D6 EF		sub $EF		; a = $32
FB		ei
50		ld d, b

Box 5: $D8E3
EA F8 F8	ld ($F8F8), a
C6 FF		add $FF		; a = $31
EA FC F8	ld ($F8FC), a
50		ld d, b

Box 6: $D8EC
AF		xor a		; a = $00
D6 8F		suc $8F		; a = $71
EA FB F8	ld ($F8FB), a
F6 FF		or $FF		; a = $FF
21

Box 7: $D8F5
   7E F5	ld hl, wTMsHMs
01 32 00	ld bc, $0032
D4 71 31	call nc, byteFill
50		ld d, b

Box 8: $D907
AF		xor a		; a = $00
F6 F5		or $F5		; a = $F5
EA 9E FA	ld ($FA9E)
D6 B7		sub $B7		; a = $3E
50		ld d, b

Box 9: $D910
EA 9A FA	ld ($FA9A), a
C6 85		add $85		; a = $C3, reset carry flag
EA 9A FA	ld ($FA9C), a
50		ld d, b

Box 10: $D919
D0		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

Spanish

Box 1: $D8BF
80		add a, b
AF		xor a		; a = $00
EA F9 F8	ld ($F8F9), a
D6 FF		sub $FF		; a = $01
FB		ei
50		ld d, b

Box 2: $D8C8
EA F7 F8	ld ($F8F7), a
D6 FD		sub $FD		; a = $04
EA 9B FA	ld ($FA9B), a
50		ld d; b

Box 3: $D8D1
D6 86		sub $86		; a = $7E
EA F5 F8	ld ($F8F5), a
EA 9D FA	ld ($FA9D), a
50		ld d, b

Box 4: $D8DA
C6 A3		add $A3		; a = $21
EA F4 F8	ld ($F8F4), a
D6 EF		sub $EF		; a = $32
FB		ei
50		ld d, b

Box 5: $D8E3
EA F8 F8	ld ($F8F8), a
C6 FF		add $FF		; a = $31
EA FC F8	ld ($F8FC), a
50		ld d, b

Box 6: $D8EC
AF		xor a		; a = $00
D6 90		suc $90		; a = $70
EA FB F8	ld ($F8FB), a
F6 FF		or $FF		; a = $FF
21

Box 7: $D8F5
   7E F5	ld hl, wTMsHms
01 32 00	ld bc, $0032
D4 70 31	call nc, byteFill
50		ld d, b

Box 8: $D907
AF		xor a		; a = $00
F6 F5		or $F5		; a = $F5
EA 9E FA	ld ($FA9E)
D6 B7		sub $B7		; a = $3E
50		ld d, b

Box 9: $D910
EA 9A FA	ld ($FA9A), a
C6 85		add $85		; a = $C3, reset carry flag
EA 9A FA	ld ($FA9C), a
50		ld d, b

Box 10: $D919
D0		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

German

11 55 DD	ld de, $DD55
D5		push de
D5		push de		; .nextMail
D5		push de
21 22 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 E6 3A	call PrintBCDNumber.loop - 1
1B		dec de		; .goBack
CD 87 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

Italian

11 55 DD	ld de, $DD55
D5		push de
D5		push de		; .nextMail
D5		push de
21 76 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 DE 3A	call PrintBCDNumber.loop
1B		dec de		; .goBack
CD 7F 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

Spanish

11 55 DD	ld de, $DD55
D5		push de
D5		push de		; .nextMail
D5		push de
21 99 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 A2 3A	call PrintBCDNumber.loop - 1
1B		dec de		; .goBack
CD 4D 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 reset box name code

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
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

German

Lead-up to wBoxNames: $D8BE
22		ldi (hl), a

Box 1: $D8BF
C0		ret nz
21 9A FA	hl hl, FA9A
AF		xor a		; a = $00
F6 9F		or $9F		; a = $9F
87		add a		; a = $3E
50		ld d, b

Box 2: $D8C8
C4 BE F8	call nz, $F8BE
E6 84		or $84		; a = $04
C4 BE F8	call nz, $F8BE
50		ld d, b

Box 3: $D8D1
AF		xor a		; a = $00
F6 C2		or $C2		; a = $C2
C4 BE F8	call nz, $F8BE
87		add a		; a = $84
84		add a, h	; a = $7E
50		ld d, b

Box 4: $D8DA
C4 BE F8	call nz, $F8BE
AF		xor a		; a = $00
F6 F5		or $F5		; a = $F5
FB		ei
FB		ei
50		ld d, b

Box 5: $D8E3
C3 BE F8	call nz, $F8BE

Party pokémon #3's stat experience, starting from $DA9A
3E 04		ld a, $04
C2 7E F5	jp wTMsHMs	; carry and zero flag are both reset when using TM25

Italian & Spanish

Box 1: $D8BF
AF		xor a		; a = $00
D6 FC		sub $FC		; a = $04
EA 9B FA	ld ($FA9B), a
D6 86		sub $86		; a = $7E
50		ld d, b

Box 2: $D8C8
EA 9D FA	ld ($FA9B), a
D6 89		sub $89		; a = $F5
EA 9E FA	ld ($FA9E), a
50		ld d; b

Box 3: $D8D1
D6 B7		sub $D7		; a = $3E
EA 9A FA	ld ($FA9A), a
87		add a, a	; a = $7C
D6 B9		sub $B9		; a = $C3
50		ld d, b

Box 4: $D8DA

EA 9C FA	ld ($FA9C), a
C9		ret
50		ld d, b

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