Guides:Mail Writer GS (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WARNING: This portion of the guide is outdated, the contents of this guide have been merged with the main setup articles.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 Mail writer.

The Mail writer is an arbitrary code execution program that allows the user to quickly and accurately write and execute arbitrary code payloads of up to a maximum size of 428 bytes. Payloads are written from wOtPartyCount onward, where enemy trainer's parties are usually buffered.

This guide is applicable to the French, German, Italian and Spanish versions of Gold & Silver only. It is part of the TimoVM's Gen 2 ACE setups set of guides.

Using the Mail writer requires an ACE setup that redirects execution to the start of box names. For this guide, it is assumed that you've previously set up Wrong Pocket TM25 ACE instead.

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.

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 block of 16 bytes and placed right after the code written by the previous mail(s), allowing the player to write arbitrarily long payloads.

Installation

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

  1. Execute a box code using Wrong Pocket TM25 ACE that sets the quantities of all 50 TMs to x255 and adjusts party pokémon #3 to redirect execution to the TM/HM pocket.
  2. Sell TMs in specific quantities so that the amount of TMs in the TM/HM pocket spell out a small mail writer program, then use Wrong Pocket TM25 ACE with the newly adjusted pokémon to use the mail writer.

Step 1: 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 2: 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.

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: in-depth explanation of the setup

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

Plain text transcripts of codes

  • Set all TM quantities to x255 and set up TM25 bootstrap
Language Box names Language Box names
French
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'
German
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
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
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 ° 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
Language Box names 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' 
German
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
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
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