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- This guide will allow you to setup Arbitrary Code Execution on Pokémon Ruby / Sapphire non-Japanese and non-Spanish versions, provided that you can perform some glitches on a Pokémon Emerald of any language and you have a way to trade Pokémon from said Emerald to the target game
- | Requirements |
- In order to correctly follow this procedure there are some mandatory requiremens:
- Required skills:
- - Knowing how to perform Merrp's ACE, which basically means:
- - Knowing how to EV train a Pokémon to get exact amounts
- - Knowing how to perform a cloning glitch of any kind
- - Being able to perfrom a basic single corruption on a Pokémon
- Required hardware:
- If you play on console:
- - A Pokémon Emerald cartridge of any language. You'll need to perform glitches on this game
- - A Pokémon Ruby or Sapphire cartridge, non-Japanese and non-Spanish version (if you're instead playing on a Japanese or Spanish RS,
- you're reading the wrong guide, go here for Japanese: https://pastebin.com/D3GULLe6 or here for Spanish:
- https://pastebin.com/TbTKC0kH)
- - Two consoles and something to trade between them. Only one trade is needed thus the second console and the trading hardware are only
- needed for a few minutes: if you need the help of a friend to get this stuff you'll be able to give them back immediately without
- the need of actually borrow the material
- If you play on emulator:
- - A computer (everything else is just software so you'll be able to get it in any case). To my knowledge, emulation on different
- devices don't allow trading: if I'm wrong, any emulator that allows trading should be ok
- | Overview |
- This method can be split in three steps:
- Step 1: on Emerald, by performing a single Arbitrary Code Execution, an egg containing a Crobat with the ACE move will be generated. For information only, said ACE move is 0X6D83 for all English Ruby and Sapphire games, 0x2D56 for all Italian, German and French Ruby and Sapphire games.
- Step 2: on Emerald, the bootstrap (which is an Absol) will be generated via ACE. Step 2 is different depending on Emerald language: on Japanese version you'll need one code, on all non-jap versions you'll need two codes. If you have the privilege of choosing your Emerald language (this is always the case for emulator users), chosing Japanse will make your life a bit easier
- Step 3: Crobat egg and the bootstrap will be traded from Emerald to the target RS game. RS will be set up for allowing ACE to be performed
- | Step 1: Get the move |
- -Setup your Pokémon Emerald game in order to perform Merrp's ACE
- -Leave Box 9 slot 27 empty
- -Execute the right code from this list. Choose depending on your Emerald and Ruby/Sapphire language:
- English Emerald; English Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- movs r11, 3B80 E3B0BDEE %% R11=3B80
- -filler- FF000000
- adc r11,r11, 3200 E2ABBDC8 %% R11=R11+3200=6D80
- adc r11,r11, 3 E2ABB3C0 %% R11=R11+3=6D83=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=402D83
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402E2C=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, DC0 E2AECEDC %% R12=LR+DC0
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- BFBFBFFF
- adc r0,r12, D6 E2AC00D6 %% R0=R12+D6=SetCB2WhiteOutENG
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (EzC…o ) [one …; ends with three spaces]
- Box 5: (NC!nF'!n) [lefty ']
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
- Box 12: (EhT-n ) [ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: (EEEb ?n ) [one space after b; ends with space]
- _______________________________
- Italian Emerald; English Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- movs r11, 3B80 E3B0BDEE %% R11=3B80
- -filler- FF000000
- adc r11,r11, 3200 E2ABBDC8 %% R11=R11+3200=6D80
- adc r11,r11, 3 E2ABB3C0 %% R11=R11+3=6D83=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=402D83
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402E2C=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- sbc r0,r12, DD E2CC00DD %% R0=R12-DD=SetCB2WhiteOutITA
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (EzC…o ) [one …; ends with three spaces]
- Box 5: (NC!nF'!n) [lefty ']
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E,T-n ) [ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"i Rn ) [starts with space, righty "; one space after i; ends with space]
- _______________________________
- German Emerald; English Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- movs r11, 3B80 E3B0BDEE %% R11=3B80
- -filler- FF000000
- adc r11,r11, 3200 E2ABBDC8 %% R11=R11+3200=6D80
- adc r11,r11, 3 E2ABB3C0 %% R11=R11+3=6D83=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=402D83
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402E2C=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- adc r0,r12, A8 E2AC00A8 %% R0=R12+A8=SetCB2WhiteOutGER
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (EzC…o ) [one …; ends with three spaces]
- Box 5: (NC!nF'!n) [lefty ']
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E0T-n ) [zero; ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"7 ?n ) [starts with space, righty "; one space after 7; ends with space]
- _______________________________
- Spanish Emerald; English Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- movs r11, 3B80 E3B0BDEE %% R11=3B80
- -filler- FF000000
- adc r11,r11, 3200 E2ABBDC8 %% R11=R11+3200=6D80
- adc r11,r11, 3 E2ABB3C0 %% R11=R11+3=6D83=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=402D83
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402E2C=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- sbc r0,r12, D5 E2CC00D5 %% R0=R12-D5=SetCB2WhiteOutSPA
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (EzC…o ) [one …; ends with three spaces]
- Box 5: (NC!nF'!n) [lefty ']
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E,T-n ) [ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"a Rn ) [starts with space, righty "; one space after a; ends with space]
- _______________________________
- French Emerald; English Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- movs r11, 3B80 E3B0BDEE %% R11=3B80
- -filler- FF000000
- adc r11,r11, 3200 E2ABBDC8 %% R11=R11+3200=6D80
- adc r11,r11, 3 E2ABB3C0 %% R11=R11+3=6D83=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=402D83
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402E2C=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- adc r0,r12, C8 E2AC00C8 %% R0=R12+C8=SetCB2WhiteOutFRA
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (EzC…o ) [one …; ends with three spaces]
- Box 5: (NC!nF'!n) [lefty ']
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E0T-n ) [zero; ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"N ?n ) [starts with space, righty "; one space after N; ends with space]
- _______________________________
- Japanese Emerald (0x0615-like execution); English Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **]! E1ECA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, -2A] E14CB2BA %% Store species
- -filler- BFFF0000
- movs r11, 6D00 E3B0BC6D %% R11=6D00
- -filler- FF000000
- adc r11,r11, 83 E2ABB083 %% R11=R11+83=6D83=ACE move
- strh r11 [r12, -1E] E14CB1BE %% Store ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=402D83
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402E2C=new checksum
- -filler- BFBFFF00
- strh r11 [r12, -2E] E14CB2BE %% Store checksum
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- -filler- 000000BF
- -filler- 00000000
- -filler- 000000FF
- lrd r0 [pc, -*] E51F000* %% R0=081378ED=SetCB2WhiteOutJAP * = 0 on old emulators, 2 on console/new emulators
- bx r0 E12FFF10 %% Exit the execution
- -data- 081378ED
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°xm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE/』ぴm ) [ends with two spaces]
- Box 4: (EヘB…o ) [ヘ not へ; one …; ends with three spaces]
- Box 5: (ォ…!nD『ぴm) [ォ not オ; one …]
- Box 6: (8!n8…9n ) [one …; ends with space]
- Box 7: (EED』ぴm ) [ends with two spaces]
- Box 8: (E ) [ends with seven spaces]
- Box 9: (E ) [ends with seven spaces]
- Box 10: ( * まqた) [starts with three spaces; one space after *] * = [space] on old emulators, い on console/new emulators
- Box 11: (ぁmyリてく )[リ not り; ends with two spaces]
- Box 12 onwards: anything
- _______________________________
- Japanese Emerald (0x085F-like execution); English Ruby/Sapphire:
- mov r1,pc 4679 %% R1=PC+4
- ldr r0 pc+20 4808 %% R0=3008
- sub r1,r1,r0 1A09 %% R1=R1-R0=checksum location
- ldr r0 pc+18 4806 %% R0=FF00AE2C=checksum
- -filler- 00FF
- strh r0,[r1] 8008 %% Store checksum
- ldr r0 pc+18 4806 %% R0=A9=species
- b pc,4 E000 %% Skip bad filler
- -bad filler- FF00
- strh r0,[r1,4] 8088 %% Store species
- ldr r0 pc+18 4806 %% R0=6D83=ACE move
- strh r0,[r1,10] 8208 %% Store ACE move
- ldr r0 pc+1C 4807 %% R0=4000=egg halfword
- -filler- 00FF
- strh r0,[r1,2E] 85C8 %% Store egg halfword
- bx lr 4770
- -data- AE2C
- -data- FF00
- -data- 3008
- -data- 0000
- -data- 00A9
- -data- 0000
- -filler- 00FF
- -filler- 0000
- -data- 6D83
- -data- 0000
- -filler- FF00
- -filler- 0000
- -data- 4000
- -data- 0000
- Box names:
- Box 1: (ルばくぶけはかぶ)
- Box 2: ( くィかぶ l ) [starts with space; one space after ぶ; lower case L; ends with space]
- Box 3: (ギィかぶくェきぶ)
- Box 4: ( Nュミびわー ) [starts with space; ends with space]
- Box 5: (くぃ 8 ) [two spaces after ぃ; ends with three spaces]
- Box 6: ( ォヘ ) [starts with three spaces; ォ not オ; ヘ not へ; ends with three spaces]
- Box 7: ( ぞ ) [starts with three spaces; ends with four spaces]
- Box 8 onwards: Anything
- _______________________________
- English Emerald; Italian and German and French Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- movs r11, 2C80 E3B0BDB2 %% R11=2C80
- adc r11,r11, D6 E2ABB0D6 %% R11=R11+D6=2D56=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=3FED56
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=3FEDFF=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, DC0 E2AECEDC %% R12=LR+DC0
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- BFBFBFFF
- adc r0,r12, D6 E2AC00D6 %% R0=R12+D6=SetCB2WhiteOutENG
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (E ) [ends with seven spaces]
- Box 5: ("C…ob…!n) [righty "; one …; one …]
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
- Box 12: (EhT-n ) [ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: (EEEb ?n ) [one space after b; ends with space]
- _______________________________
- Italian Emerald; Italian and German and French Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- movs r11, 2C80 E3B0BDB2 %% R11=2C80
- adc r11,r11, D6 E2ABB0D6 %% R11=R11+D6=2D56=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=3FED56
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=3FEDFF=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- sbc r0,r12, DD E2CC00DD %% R0=R12-DD=SetCB2WhiteOutITA
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (E ) [ends with seven spaces]
- Box 5: ("C…ob…!n) [righty "; one …; one …]
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E,T-n ) [ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"i Rn ) [starts with space, righty "; one space after i; ends with space]
- _______________________________
- German Emerald; Italian and German and French Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- movs r11, 2C80 E3B0BDB2 %% R11=2C80
- adc r11,r11, D6 E2ABB0D6 %% R11=R11+D6=2D56=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=3FED56
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=3FEDFF=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- adc r0,r12, A8 E2AC00A8 %% R0=R12+A8=SetCB2WhiteOutGER
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (E ) [ends with seven spaces]
- Box 5: ("C…ob…!n) [righty "; one …; one …]
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E0T-n ) [zero; ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"7 ?n ) [starts with space, righty "; one space after 7; ends with space]
- _______________________________
- Spanish Emerald; Italian and German and French Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- movs r11, 2C80 E3B0BDB2 %% R11=2C80
- adc r11,r11, D6 E2ABB0D6 %% R11=R11+D6=2D56=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=3FED56
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=3FEDFF=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- sbc r0,r12, D5 E2CC00D5 %% R0=R12-D5=SetCB2WhiteOutSPA
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (E ) [ends with seven spaces]
- Box 5: ("C…ob…!n) [righty "; one …; one …]
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E,T-n ) [ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"a Rn ) [starts with space, righty "; one space after a; ends with space]
- _______________________________
- French Emerald; Italian and German and French Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- movs r11, 2C80 E3B0BDB2 %% R11=2C80
- adc r11,r11, D6 E2ABB0D6 %% R11=R11+D6=2D56=ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=3FED56
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- -filler- BFBFFF00
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=3FEDFF=new checksum
- -filler- BFFF0000
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- FF000000
- mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
- sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
- sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- BFBFFF00
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- BFFF0000
- adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
- -filler- FF000000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- -filler- B2AC00FF
- adc r0,r12, C8 E2AC00C8 %% R0=R12+C8=SetCB2WhiteOutFRA
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
- Box 4: (E ) [ends with seven spaces]
- Box 5: ("C…ob…!n) [righty "; one …; one …]
- Box 6: (8!n*'Rm ) [righty '; ends with space] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 7: (EE8…9n ) [one …; ends with two spaces]
- Box 8: (E*'Rm ) [lefty '; ends with three spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 9: (z♀loy…Qn) [lower case L; one …]
- Box 10: (♀QnFGEn ) [ends with space]
- Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
- Box 12: (E0T-n ) [zero; ends with three spaces]
- Box 13: (YN?nFNRo)
- Box 14: ( ?"N ?n ) [starts with space, righty "; one space after N; ends with space]
- _______________________________
- Japanese Emerald (0x0615-like execution); Italian and German and French Ruby/Sapphire:
- movs r11, A9 E3B0B0A9 %% R11=A9=species
- sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
- movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
- strh r10 [r12, **]! E1ECA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
- -filler- BFBFFF00
- strh r11 [r12, -2A] E14CB2BA %% Store species
- -filler- BFFF0000
- movs r11, 2C80 E3B0BDB2 %% R11=2C80
- -filler- FF000000
- adc r11,r11, D6 E2ABB0D6 %% R11=R11+D6=2D56=ACE move
- strh r11 [r12, -1E] E14CB1BE %% Store ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=3FED56
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=3FEDFF=new checksum
- -filler- BFBFFF00
- strh r11 [r12, -2E] E14CB2BE %% Store checksum
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- -filler- 000000BF
- -filler- 00000000
- -filler- 000000FF
- lrd r0 [pc, -*] E51F000* %% R0=081378ED=SetCB2WhiteOutJAP * = 0 on old emulators, 2 on console/new emulators
- bx r0 E12FFF10 %% Exit the execution
- -data- 081378ED
- Box names:
- Box 1: (8……oGSUn) [two …]
- Box 2: (8…o*°xm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
- Box 3: (EE/』ぴm ) [ends with two spaces]
- Box 4: (E』C…o ) [one …; ends with three spaces]
- Box 5: (b…!nD『ぴm) [one …]
- Box 6: (8!n8…9n ) [one …; ends with space]
- Box 7: (EED』ぴm ) [ends with two spaces]
- Box 8: (E ) [ends with seven spaces]
- Box 9: (E ) [ends with seven spaces]
- Box 10: ( * まqた) [starts with three spaces; one space after *] * = [space] on old emulators, い on console/new emulators
- Box 11: (ぁmyリてく )[リ not り; ends with two spaces]
- Box 12 onwards: anything
- _______________________________
- Japanese Emerald (0x085F-like execution); Italian and German and French Ruby/Sapphire:
- mov r1,pc 4679 %% R1=PC+4
- ldr r0 pc+20 4808 %% R0=3008
- sub r1,r1,r0 1A09 %% R1=R1-R0=checksum location
- ldr r0 pc+24 4809 %% R0=FF006DFF=checksum
- -filler- 00FF
- strh r0,[r1] 8008 %% Store checksum
- ldr r0 pc+18 4806 %% R0=A9=species
- b pc,4 E000 %% Skip bad filler
- -bad filler- FF00
- strh r0,[r1,4] 8088 %% Store species
- ldr r0 pc+18 4806 %% R0=2D56=ACE move
- strh r0,[r1,10] 8208 %% Store ACE move
- ldr r0 pc+1C 4807 %% R0=4000=egg halfword
- -filler- 00FF
- strh r0,[r1,2E] 85C8 %% Store egg halfword
- bx lr 4770
- -filler- 0000
- -filler- FF00
- -data- 3008
- -data- 0000
- -data- 00A9
- -data- 0000
- -data- 6DFF
- -data- 0000
- -data- 2D56
- -data- 0000
- -filler- FF00
- -filler- 0000
- -data- 4000
- -data- 0000
- Box names:
- Box 1: (ルばくぶけはかぶ)
- Box 2: ( くィかぶ l ) [starts with space; one space after ぶ; lower case L; ends with space]
- Box 3: (ギィかぶくェきぶ)
- Box 4: ( Nュミびわー ) [starts with space; ends with space]
- Box 5: (くぃ 8 ) [two spaces after ぃ; ends with three spaces]
- Box 6: ( ォヘ ) [starts with three spaces; ォ not オ; ヘ not へ; ends with three spaces]
- Box 7: ( ぞ ) [starts with three spaces; ends with four spaces]
- Box 8 onwards: Anything
- _______________________________________________________________________________________________________________________________________
- Result: 00000000 00000000 00000000 00000000
- 00000000 00000000 00000000 00002E2C
- 000000A9 00000000 00000000 00006D83
- 00000000 00000000 00000000 00000000
- 00000000 00000000 C0000000 00000000
- After the execution there should be a regular egg in box 9 slot 27: if so, keep that egg in safe (you can move it if you want but don't put it in your team) and save the game. If you get any different result (like a Bad egg), the code didn't work: softreset and check for mistakes in box names before trying again
- | Step 2: Get the bootstrap |
- Step 2 requires some more code executions. If your Emerald game is any non-Japanese version you'll need to follow Step 2-B, where 2 executions in a row will be necessary. If you're instead using a Japanese Emerald you'll need to follow Step 2-A, where only one code execution is needed. In all cases, the resulting bootstrap will be the same and will work both on Ruby and Sapphire (non-Japanese and non-Spanish)
- | Step 2-A (Japanese Emerald only) |
- Make sure that box 10 slot 2 is empty, then execute this code. If everything works out you should find a shiny Absol in slot 2. Look at its summaries: Absol should be female, Lv.0, in a Master Ball, hardy nature, obtained in a trade, have Pokérus, its OT should be blank, its TID should be 00000 and its nickname should be blank.
- If so, save the game. If you see anything different than that, softreset and check for mistakes in box names before trying again.
- You can keep Absol there or place it wherever you want but don't put it in your team yet. You're now ready for Step 3
- 0x0615-like execution:
- adc r2,pc,* E2AF200* %% R2=PC+*+8 * = D on old emulators, B on console/new emulators
- adc r1,pc,** E2AF10** %% R1=PC+8+** ** = 81 on old emulators, 7F on console/new emulators
- -filler- BFBFBFFF
- sbc r1,r1,2F00 E2C11DBC %% R1=R1-2F00-1
- bx r2 E12FFF12 %% switch to THUMB execution
- mov r0,50 2050 %% R0=50
- strb r0,[r1,1] 7048
- ldr r0 pc+1C 4807 %% R0=178
- -filler- 00FF
- strh r0,[r1,4] 8088
- ldr r0 pc+10 4804 %% R0=03834403
- b pc,4 E000 %% Skip bad filler
- -Bad filler- FF00
- str r0,[r1,24] 6248
- ldr r0 pc+18 4803 %% R0=0800FF02
- str r0,[r1,28] 6288
- ldr r2 pc+14 4A05 %% R2=081378ED
- -filler- 00FF
- bx r2 4710
- -data- 4403
- -data- 0383
- -data- FF02
- -data- 0800
- -data- 0178
- -data- 0000
- -filler- 0000
- -filler- 00FF
- -data- 78ED
- -data- 0813
- Box names:
- Box 1: (*み・n°た・n)
- * = す on old emulators, さ on console/new emulators ; ° = ゥ [ゥ not ウ] on old emulators, ァ [ァ not ア] on console/new emulators
- Box 2: (EEEBへGnつ) [へ not ヘ; つ not っ]
- Box 3: (ぁmっみぶミきぶ) [ぁ not あ; っ not つ]
- Box 4: ( ギィえぶ l ) [starts with space; ィ not イ; え not ぇ ; one space afer ぶ; lower case L; ends with space]
- Box 5: (ぶツうぶギツおぼ) [ツ not ッ; う not ぅ; ツ not ッ; お not ぉ]
- Box 6: ( たびうでォうい) [starts with space; う not ぅ; う not ぅ; い not ぃ]
- Box 7: ( くリあ ) [starts with space; リ not り; あ not ぁ; ends with four spaces]
- Box 8: ( yリてく ) [starts with space; リ not り; ends with three spaces]
- Box 9 onwards: Anything
- _______________________________________________________________________________________________________________________________________
- 0x085F-like execution:
- mov r1,pc 4679 %% R1=PC+2
- ldr r0 pc+24 4809 %% R0=2E78
- sub r1,r1,r0 1A09 %% R1=R1-R0=starting position
- mov r0,50 2050 %% R0=50
- -filler- 00FF
- strb r0,[r1,1] 7048
- ldr r0 pc+10 4804 %% R0=FF000178
- b pc,4 E000 %% Skip bad filler
- -Bad filler- FF00
- strh r0,[r1,4] 8088
- ldr r0 pc+C 4803 %% R0=03834403
- str r0,[r1,24] 6248
- ldr r0 pc+18 4806 %% R0=0800FF02
- -filler- 00FF
- str r0,[r1,28] 6288
- bx lr 4770
- -data- 0178
- -data- FF00
- -data- 4403
- -data- 0383
- -data- 2E78
- -data- 0000
- -filler- 00FF
- -filler- 0000
- -filler- 0000
- -filler- 0000
- -data- FF02
- -data- 0800
- Box names:
- Box 1: (ルばけぶけはっみ) [っ not つ]
- Box 2: ( ぶミえぶ l ) [starts with space; え not ぇ; one space after ぶ; lower case L; ends with space]
- Box 3: (ギィうぶぶツかぶ) [ィ not イ; う not ぅ; ツ not ッ]
- Box 4: ( ギツミびリあ ) [starts with space; ツ not ッ; リ not り; あ not ぁ; ends with space]
- Box 5: (うでォうリん ) [う not ぅ; ォ not オ; う not ぅ; リ not り]
- Box 6: ( い) [starts with seven spaces; い not ぃ]
- Box 7: ( く ) [starts with space; ends with six spaces]
- Box 8 onwards: Anything
- _______________________________________________________________________________________________________________________________________
- Result: 00000000 00000000 00000000 00000000
- 00000000 00000000 00000000 00005000
- 00000178 00000000 00000000 00000000
- 00000000 00000000 00000000 00000000
- 03834403 0800FF02 00000000 00000000
- | Step 2-B (non-Japanese Emerald only) |
- Execute these two codes in the order you find them. If you're hatching eggs to trigger executions, make sure you have at least two eggs to hatch before starting. Use the right version of the codes according to your Emerald language.
- Carefully read the notes you find before each code before executing them: ignoring the notes will most likely waste the whole procedure.
- Make sure that box 10 slot 2 is empty before starting executing the codes and never put any Pokémon there during the process.
- Note: make sure that box 10 slot 2 is empty. Once you're done writing box names for "Code 1", make sure not to exit boxes on box 10. I personally suggest to exit boxes while in box 14. Do not save the game after the execution of "Code 1"
- _____________________________________________________________________________________________________________________________________
- | |
- | Code 1 |
- |_____________________________________________________________________________________________________________________________________|
- English version:
- sbc r11, pc, 2F40 E2CFBDBD %% R11=PC-2F40
- movs r12, C5000 E3B0CAC5 %% R12=C5000
- -filler- BFBFBFFF
- strh r12, [r11, C*] E1CBCCB* * = 5 on old emulators, 3 on console/new emulators
- -filler- BFBFFF00
- movs r12, 34400 E3B0CBD1 %% R12=34400
- -filler- BFFF0000
- adc r12, r12, 3800000 E2ACC7E0 %% R12=R12-3800000=3834400
- -filler- FF000000
- adc r12, r12, 3 E2ACC3C0 %% R12=R12+3=3834403
- strt r12, [r11, E9]! E5ABC0E9
- -filler- BFBFBFFF
- mvn r11, E1 E3E0B0E1 %% R11=notE1=FFFFFF1E
- -filler- BFBFFF00
- bic r11,r11, ED00000 E3CBB6ED %% R11=R11 and notED00000=F12FFF1E
- -filler- BFFF0000
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- FF000000
- bic r11,r11, 1000000E E3CBB2E1 %% R11=R11 and not1000000E=E12FFF10=bx r0 opcode
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- 0000BFFF
- -filler- 00000000
- -filler- BFBFFF00
- adc r12,lr, DC0 E2AECEDC %% R12=LR+DC0
- -filler- BFFF0000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- -filler- FF000000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- adc r0,r12, D6 E2AC00D6 %% R0=R12+D6=SetCB2WhiteOutENG
- -filler- 0000BFFF
- -filler- 00000000 %% Will be overwritten with bx r0
- Box names:
- Box 1: (CCUnKP…o) [one …]
- Box 2: (EEE*RQm ) [ends with space] * = ♂ on old emulators, ' [lefty '] on console/new emulators
- Box 3: (EEWQ…o ) [one …; ends with two spaces]
- Box 4: (ElM?n ) [lower case L; ends with three spaces]
- Box 5: (FI?nuF!q) [upper case i]
- Box 6: (EEEm…lo ) [one …; lower case L; ends with space]
- Box 7: (EEy♀Qo ) [ends with two spaces]
- Box 8: (EFGEn ) [ends with three spaces]
- Box 9: (m"Qo …?q) [righty "; one space after o; one …]
- Box 10: (E ) [ends with seven spaces]
- Box 11: (EEhT-n ) [ends with two spaces]
- Box 12: (EYN?n ) [ends with three spaces]
- Box 13: (FNRob ?n) [one space after b]
- Box 14: (E ) [ends with seven spaces]
- _______________________________________________________________________________________________________________________________________
- Italian version:
- sbc r11, pc, 2F40 E2CFBDBD %% R11=PC-2F40
- movs r12, C5000 E3B0CAC5 %% R12=C5000
- -filler- BFBFBFFF
- strh r12, [r11, C*] E1CBCCB* * = 5 on old emulators, 3 on console/new emulators
- -filler- BFBFFF00
- movs r12, 34400 E3B0CBD1 %% R12=34400
- -filler- BFFF0000
- adc r12, r12, 3800000 E2ACC7E0 %% R12=R12-3800000=3834400
- -filler- FF000000
- adc r12, r12, 3 E2ACC3C0 %% R12=R12+3=3834403
- strt r12, [r11, E9]! E5ABC0E9
- -filler- BFBFBFFF
- mvn r11, E1 E3E0B0E1 %% R11=notE1=FFFFFF1E
- -filler- BFBFFF00
- bic r11,r11, ED00000 E3CBB6ED %% R11=R11 and notED00000=F12FFF1E
- -filler- BFFF0000
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- FF000000
- bic r11,r11, 1000000E E3CBB2E1 %% R11=R11 and not1000000E=E12FFF10=bx r0 opcode
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- 0000BFFF
- -filler- 00000000
- -filler- BFBFFF00
- adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
- -filler- BFFF0000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- -filler- FF000000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- sbc r0,r12, DD E2CC00DD %% R0=R12-DD-1=SetCB2WhiteOutITA
- -filler- 0000BFFF
- -filler- 00000000 %% Will be overwritten with bx r0
- Box names:
- Box 1: (CCUnKP…o) [one …]
- Box 2: (EEE*RQm ) [ends with space] * = ♂ on old emulators, ' [lefty '] on console/new emulators
- Box 3: (EEWQ…o ) [one …; ends with two spaces]
- Box 4: (ElM?n ) [lower case L; ends with three spaces]
- Box 5: (FI?nuF!q) [upper case i]
- Box 6: (EEEm…lo ) [one …; lower case L; ends with space]
- Box 7: (EEy♀Qo ) [ends with two spaces]
- Box 8: (EFGEn ) [ends with three spaces]
- Box 9: (m"Qo …?q) [righty "; one space after o; one …]
- Box 10: (E ) [ends with seven spaces]
- Box 11: (EE,T-n ) [ends with two spaces]
- Box 12: (EYN?n ) [ends with three spaces]
- Box 13: (FNRoi Rn) [one space after i]
- Box 14: (E ) [ends with seven spaces]
- _______________________________________________________________________________________________________________________________________
- German version:
- sbc r11, pc, 2F40 E2CFBDBD %% R11=PC-2F40
- movs r12, C5000 E3B0CAC5 %% R12=C5000
- -filler- BFBFBFFF
- strh r12, [r11, C*] E1CBCCB* * = 5 on old emulators, 3 on console/new emulators
- -filler- BFBFFF00
- movs r12, 34400 E3B0CBD1 %% R12=34400
- -filler- BFFF0000
- adc r12, r12, 3800000 E2ACC7E0 %% R12=R12-3800000=3834400
- -filler- FF000000
- adc r12, r12, 3 E2ACC3C0 %% R12=R12+3=3834403
- strt r12, [r11, E9]! E5ABC0E9
- -filler- BFBFBFFF
- mvn r11, E1 E3E0B0E1 %% R11=notE1=FFFFFF1E
- -filler- BFBFFF00
- bic r11,r11, ED00000 E3CBB6ED %% R11=R11 and notED00000=F12FFF1E
- -filler- BFFF0000
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- FF000000
- bic r11,r11, 1000000E E3CBB2E1 %% R11=R11 and not1000000E=E12FFF10=bx r0 opcode
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- 0000BFFF
- -filler- 00000000
- -filler- BFBFFF00
- adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
- -filler- BFFF0000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- -filler- FF000000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- adc r0,r12, A8 E2AC00A8 %% R0=R12+A8=SetCB2WhiteOutGER
- -filler- 0000BFFF
- -filler- 00000000 %% Will be overwritten with bx r0
- Box names:
- Box 1: (CCUnKP…o) [one …]
- Box 2: (EEE*RQm ) [ends with space] * = ♂ on old emulators, ' [lefty '] on console/new emulators
- Box 3: (EEWQ…o ) [one …; ends with two spaces]
- Box 4: (ElM?n ) [lower case L; ends with three spaces]
- Box 5: (FI?nuF!q) [upper case i]
- Box 6: (EEEm…lo ) [one …; lower case L; ends with space]
- Box 7: (EEy♀Qo ) [ends with two spaces]
- Box 8: (EFGEn ) [ends with three spaces]
- Box 9: (m"Qo …?q) [righty "; one space after o; one …]
- Box 10: (E ) [ends with seven spaces]
- Box 11: (EE0T-n ) [zero; ends with two spaces]
- Box 12: (EYN?n ) [ends with three spaces]
- Box 13: (FNRo7 ?n) [one space after 7]
- Box 14: (E ) [ends with seven spaces]
- _______________________________________________________________________________________________________________________________________
- Spanish version:
- sbc r11, pc, 2F40 E2CFBDBD %% R11=PC-2F40
- movs r12, C5000 E3B0CAC5 %% R12=C5000
- -filler- BFBFBFFF
- strh r12, [r11, C*] E1CBCCB* * = 5 on old emulators, 3 on console/new emulators
- -filler- BFBFFF00
- movs r12, 34400 E3B0CBD1 %% R12=34400
- -filler- BFFF0000
- adc r12, r12, 3800000 E2ACC7E0 %% R12=R12-3800000=3834400
- -filler- FF000000
- adc r12, r12, 3 E2ACC3C0 %% R12=R12+3=3834403
- strt r12, [r11, E9]! E5ABC0E9
- -filler- BFBFBFFF
- mvn r11, E1 E3E0B0E1 %% R11=notE1=FFFFFF1E
- -filler- BFBFFF00
- bic r11,r11, ED00000 E3CBB6ED %% R11=R11 and notED00000=F12FFF1E
- -filler- BFFF0000
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- FF000000
- bic r11,r11, 1000000E E3CBB2E1 %% R11=R11 and not1000000E=E12FFF10=bx r0 opcode
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- 0000BFFF
- -filler- 00000000
- -filler- BFBFFF00
- adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
- -filler- BFFF0000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- -filler- FF000000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- sbc r0,r12, D5 E2CC00D5 %% R0=R12-D5=SetCB2WhiteOutSPA
- -filler- 0000BFFF
- -filler- 00000000 %% Will be overwritten with bx r0
- Box names:
- Box 1: (CCUnKP…o) [one …]
- Box 2: (EEE*RQm ) [ends with space] * = ♂ on old emulators, ' [lefty '] on console/new emulators
- Box 3: (EEWQ…o ) [one …; ends with two spaces]
- Box 4: (ElM?n ) [lower case L; ends with three spaces]
- Box 5: (FI?nuF!q) [upper case i]
- Box 6: (EEEm…lo ) [one …; lower case L; ends with space]
- Box 7: (EEy♀Qo ) [ends with two spaces]
- Box 8: (EFGEn ) [ends with three spaces]
- Box 9: (m"Qo …?q) [righty "; one space after o; one …]
- Box 10: (E ) [ends with seven spaces]
- Box 11: (EE,T-n ) [ends with two spaces]
- Box 12: (EYN?n ) [ends with three spaces]
- Box 13: (FNRoa Rn) [one space after a]
- Box 14: (E ) [ends with seven spaces]
- _______________________________________________________________________________________________________________________________________
- French version:
- sbc r11, pc, 2F40 E2CFBDBD %% R11=PC-2F40
- movs r12, C5000 E3B0CAC5 %% R12=C5000
- -filler- BFBFBFFF
- strh r12, [r11, C*] E1CBCCB* * = 5 on old emulators, 3 on console/new emulators
- -filler- BFBFFF00
- movs r12, 34400 E3B0CBD1 %% R12=34400
- -filler- BFFF0000
- adc r12, r12, 3800000 E2ACC7E0 %% R12=R12-3800000=3834400
- -filler- FF000000
- adc r12, r12, 3 E2ACC3C0 %% R12=R12+3=3834403
- strt r12, [r11, E9]! E5ABC0E9
- -filler- BFBFBFFF
- mvn r11, E1 E3E0B0E1 %% R11=notE1=FFFFFF1E
- -filler- BFBFFF00
- bic r11,r11, ED00000 E3CBB6ED %% R11=R11 and notED00000=F12FFF1E
- -filler- BFFF0000
- adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
- -filler- FF000000
- bic r11,r11, 1000000E E3CBB2E1 %% R11=R11 and not1000000E=E12FFF10=bx r0 opcode
- strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
- -filler- 0000BFFF
- -filler- 00000000
- -filler- BFBFFF00
- adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
- -filler- BFFF0000
- adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
- -filler- FF000000
- bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
- adc r0,r12, C8 E2AC00C8 %% R0=R12+C8=SetCB2WhiteOutFRA
- -filler- 0000BFFF
- -filler- 00000000 %% Will be overwritten with bx r0
- Box names:
- Box 1: (CCUnKP…o) [one …]
- Box 2: (EEE*RQm ) [ends with space] * = ♂ on old emulators, ' [lefty '] on console/new emulators
- Box 3: (EEWQ…o ) [one …; ends with two spaces]
- Box 4: (ElM?n ) [lower case L; ends with three spaces]
- Box 5: (FI?nuF!q) [upper case i]
- Box 6: (EEEm…lo ) [one …; lower case L; ends with space]
- Box 7: (EEy♀Qo ) [ends with two spaces]
- Box 8: (EFGEn ) [ends with three spaces]
- Box 9: (m"Qo …?q) [righty "; one space after o; one …]
- Box 10: (E ) [ends with seven spaces]
- Box 11: (EE0T-n ) [zero; ends with two spaces]
- Box 12: (EYN?n ) [ends with three spaces]
- Box 13: (FNRoN ?n) [one space after N]
- Box 14: (E ) [ends with seven spaces]
- _______________________________________________________________________________________________________________________________________
- Result: 00000000 00000000 00000000 00000000
- 00000000 00000000 00000000 00005000
- 00000000 00000000 00000000 00000000
- 00000000 00000000 00000000 00000000
- 03834403 00000000 00000000 00000000
- Note: after executing "Code 1", do not save. Looking at box 10 is now strictly forbidden. Look at box 14 (again, to reach box 14 you must avoid looking at box 10): in its name you should see something like this: (E Œ), without the brackets. If you don't, reset and try again "Code 1" checking for mistakes in box names; if you do, keep going but do not save.
- To write box names for "Code 2" you'll only need to change box 1-9 so avoiding looking at box 10 will not be a problem. Do not save the game before executing "Code 2"
- _____________________________________________________________________________________________________________________________________
- | |
- | Code 2 |
- |_____________________________________________________________________________________________________________________________________|
- All non-Japanese version:
- sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
- movs r12, 8000003 E3B0C3C2 %% R12=8000003
- adc r12, r12, FF00 E2ACCCFF %% R12=R12+FF00=800FF03
- sbc r12, r12, 0 E2CCC000 %% R12=R12-0-1=800FF02
- -filler- BFBFFF00
- movs r11, D5 E3B0B0D5 %% R11=D5
- -filler- BFFF0000
- add r11,r11, A3 E2ABB0A3 %% R11=R11+A3=178
- -filler- FF000000
- strh r11, [r10, C*] E1CABCB* * = A on old emulators, 8 on console/new emulators
- strt r12, [r10, ED]! E5AAC0ED
- -filler- 0000BFFF
- -filler- 00000000
- -filler- 00BFFF00
- -filler- 00000000
- -filler- BFFF0000
- -filler- 00000000
- -filler- FF000000
- -filler- 000000BF
- -filler- 00000000
- Box names:
- Box 1: (C.UnHI…o) [upper case i]
- Box 2: (R?n FRn ) [one space after n; ends with space]
- Box 3: (EEa……o ) [two …; ends with two spaces]
- Box 4: (E2…!n ) [one …ends with three spaces]
- Box 5: (*BPmyF9q) * = / on old emulators, , on console/new emulators
- Box 6: (E ) [ends with seven spaces]
- Box 7: (E ) [ends with seven spaces]
- Box 8: (E ) [ends with seven spaces]
- Box 9: (E ) [ends with seven spaces]
- Box 10: leave as it is
- Box 11: leave as it is
- Box 12: leave as it is
- Box 13: leave as it is
- Box 14: leave as it is
- _______________________________________________________________________________________________________________________________________
- Result: 00000000 00000000 00000000 00000000
- 00000000 00000000 00000000 00005000
- 00000178 00000000 00000000 00000000
- 00000000 00000000 00000000 00000000
- 03834403 0800FF02 00000000 00000000
- Now look at box 10: you should find a shiny Absol in slot 2. Look at its summaries: Absol should be female, Lv.0, in a Master Ball, hardy nature, obtained in a trade, have Pokérus, its OT should be blank, its TID should be 00000 and its nickname should be blank.
- If so, save the game. If you see anything different than that, softreset and check for mistakes in box names before trying again the whole Step 2-B.
- You can keep Absol there or place it wherever you want but don't put it in your team yet. You're now ready for Step 3
- | Step 3: trade and RS setup |
- On Emerald, clone the Crobat egg from Step 1 and Absol from Step 2 as a backup and also to take a copy in case you want to trade ACE to other non-Japanese non-Spanish RS games. If you're playing on a live battery game, make sure not to have Absol in your team at the stroke of midnight: you don't want the Pokérus status to change. Put one copy of the two Pokémon somewhere in safe.
- Prepare everyhing you need to trade between Emerald and Ruby/Sapphire. Go in the second floor of a Pokémon Center on Emerald and withdraw a copy of the two Pokémon from that second floor PC. Again, if you're playing on a live battery game, make sure not to have Absol in your team at the stroke of midnight. Trade the two above-mentioned Pokémon to Ruby/Sapphire. From now on, you'll not need Emerald nor the trading hardware anymore (assuming you did everything correctly, of course).
- On Ruby/Sapphire enter the second floor PC. Place the bootstrap in your boxes: Absol from Step 2 goes in box 7 slot 23 for English Ruby and Sapphire games, while it goes in box 1 slot 1 for Italian, German and French Ruby and Sapphire games.
- Make sure that box 14 slot 29 and 30 are empty.
- Hatch Crobat: it should have only one glitch move, which is the ACE move for non-Japanese and non-Spanish Ruby and Sapphire.
- Save the game: you're now ready to perform ACE. To test if everything works fine choose a code from the list (https://pastebin.com/dpXjMcAR) and try execute it. To execute a code, after writing the correct box names simply place your Crobat in your first party slot, go near tall grass in an early game route in order to find weak opponents, make sure you have battle animations on and save the game. After saving enter a wild battle and use the glitch move: this will trigger the code execution.
- That's pretty much it, if you have any problem feel free to contact me using Twitter (Sleipnir_17), Reddit (Sleipnir17), Discord (Sleipnir17#2146) or Youtube (https://www.youtube.com/channel/UCwip3k3SfjMlFMm2_ZTZStg?)
- Troubleshooting
- If you have problems during the process, this section may help you. If this isn't enough feel free to contact me using any of the contacts I left above.
- (General non-Japanese Emerald problem)
- -Q: after executing a code on Emerald all summary sprites are glitched
- -A: that's a normal side effect of the 0x0611 hatching technique. After a reset or a battle this issue will solve itself
- (General non-Japanese Emerald problem)
- -Q: after executing a code on Emerald my money amount changes
- -A: that's a normal secondary effect of non-Japanese codes that warp you in front of a Pokémon Center. However, you have access to ACE, that should not be that big of a deal
- (General non-Japanese Emerald problem)
- -Q: after executing a code on Emerald some data of my Trainer Card's back is corrupted
- -A: that's a side effect of the 0x0611 hatching technique that happens about 50% of times. You should be able to reverse the effect by triggering it again using any other code (you'll again have a 50/50 shot)
- (Step 1 non-Japanese Emerald problem)
- -Q: my game crashes/freezes as soon as/immediately after I press A at the hatching message, before displaying the hatching screen
- -A: most likely your egg is wrong, meaning that you gave wrong EVs to the Pokémon you used to generate it. Try to generate the egg again. Also make sure said Pokémon doesn't have Pokérus while EV training
- (Step 1 non-Japanese Emerald problem)
- -Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon animation starts (from the egg if you're using the hatching techique, in the summary screen if you're using an advanced ACE method, in the contest display if you're using the contest technique)
- -A: there may be five reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong, most likely box 7 to 14. Try to rewrite box names or at least check for visible mistakes
- 2- you have some Pokémon/invisible Bad Egg/invisible data in box 12, 13, 14 or in the last row of box 11. If you can't see anything in those boxes, try to put a Pokémon in each and every one of the slot I mentioned, even using a group selection (if you have a full box you can select all the 30 Pokémon and place them in the boxes that should be empty to speed up the process): if an invisible Bad Egg is there you'll realize it since that will be an actual filled slot, if some invisible data is there you'll not notice that but the act of placing a Pokémon over invisible data automatically deletes it. Consider that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games
- 3- you're using a wrong language version of the code. Check if you're looking at the code version you need
- 4- you're using the special box wallpaper from Wanda, the crying baby living in Rustboro City, in box 2, 6, 10 or 14. That wallpaper is forbidden for those four boxes but you can use it in any other box. Also, any other wallpaper will be fine
- 5- your egg/glitch Pokémon is wrong. Try to generate the egg/glitch Pokémon again
- (Step 1 non-Japanese Emerald problem)
- -Q: after executing the code I get a Bad Egg in box 9 slot 27
- -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong making a mistake somewhere in box 1 to 7. Try to rewrite box names or at least check for visible mistakes
- 2- you left some Pokémon/invisible Bad Egg/invisible data in box 9 slot 27 before executing the code. Check that slot, if it seems empty try to put any Pokémon in that slot to delete any potential invisible data stored there. Consider that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games
- (Step 1 non-Japanese Emerald problem)
- -Q: after executing the code I get no noticeable effect/something not related to box 9 slot 27
- -A: you most likely typed your box names wrong making a mistake somewhere in box 1 to 7. Try to rewrite box names or at least check for visible mistakes
- (Step 1 Japanese Emerald 0x085F problem)
- -Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon animation in the summary screen starts
- -A: there may be four reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- 2- your glitch Pokémon is wrong. Try to generate the glitch Pokémon again
- 3- you have some Pokémon/invisible Bad Egg/invisible data in box 12, 13, 14 or in the last row of box 11. If you can't see anything in those boxes, try to put a Pokémon in each and every one of the slot I mentioned, even using a group selection (if you have a full box you can select all the 30 Pokémon and place them in the boxes that should be empty to speed up the process): if an invisible Bad Egg is there you'll realize it since that will be an actual filled slot, if some invisible data is there you'll not notice that but the act of placing a Pokémon over invisible data automatically deletes it. Consider that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games
- 4- you're trying to trigger an Arm execution. The codes I listed are Thumb codes so you have to use a Thumb ACE (0x085F) or, if necessary for some weird reason, a Thumb-bootstrapped Arm ACE
- (Step 1 Japanese Emerald 0x0615 problem)
- -Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon animation starts (from the egg if you're using the hatching techique, in the contest display if you're using the contest technique)
- -A: there may be four reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- 2- your glitch Pokémon is wrong. Try to generate the glitch Pokémon egg again
- 3- you have some Pokémon/invisible Bad Egg/invisible data in box 12, 13, 14 or in the last row of box 11. If you can't see anything in those boxes, try to put a Pokémon in each and every one of the slot I mentioned, even using a group selection (if you have a full box you can select all the 30 Pokémon and place them in the boxes that should be empty to speed up the process): if an invisible Bad Egg is there you'll realize it since that will be an actual filled slot, if some invisible data is there you'll not notice that but the act of placing a Pokémon over invisible data automatically deletes it. Consider that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games
- 4- you're trying to trigger a Thumb execution. The codes I listed are Arm codes so you have to use an Arm ACE (0x0615) or, if necessary for some weird reason, an Arm-bootstrapped Thumb ACE
- (Step 1 Japanese Emerald problem)
- -Q: after executing the code I get a Bad Egg in box 9 slot 27
- -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- 2- you left some Pokémon/invisible Bad Egg/invisible data in box 9 slot 27 before executing the code. Check that slot, if it seems empty try to put any Pokémon in that slot to delete any potential invisible data stored there. Consider that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games
- (Step 1 Japanese Emerald problem)
- -Q: after executing the code I get no noticeable effect/something not related to box 9 slot 27
- -A: you most likely typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- (Step 2 non-Japanese Emerald problem)
- -Q: when executing any of the 2 codes my game crashes/freezes as soon as/immediately after the glitch Pokémon animation starts (from the egg if you're using the hatching techique, in the summary screen if you're using an advanced ACE method, in the contest display if you're using the contest technique)
- -A: there may be three reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong, most likely somewhere in box 6 to 14 for "Code 1". Try to rewrite box names or at least check for visible mistakes
- 2- for "Code 1", you're using a wrong language version of the code. Check if you're looking at the code version you need
- 3- after Step 1 you placed something back in box 12, 13, 14 or in the last row of box 11. Just look at those boxes to verify
- (Step 2 non-Japanese Emerald problem)
- -Q: after executing "Code 1" box name 14 didn't turn into (E Œ)
- -A: you most likely typed your box names wrong making a mistake somewhere in box 6 to 9. Try to rewrite box names or at least check for visible mistakes
- (Step 2 non-Japanese Emerald problem)
- -Q: after executing "Code 2" I don't get what is described in the notes
- -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong in any of the two codes or looked at box 10 when forbidden. You'll have to start back from "Code 1"
- 2- you left some Pokémon/invisible Bad Egg/invisible data in box 10 slot 2 before executing the code. Check that slot, if it seems empty try to put any Pokémon in that slot to delete any potential invisible data stored there. Consider that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games
- (Step 2 Japanese Emerald 0x085F problem)
- -Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon animation in the summary screen starts
- -A: there may be three reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- 2- after Step 1 you placed something back in box 12, 13, 14 or in the last row of box 11. Just look at those boxes to verify
- 3- you're trying to trigger an Arm execution. The codes I listed are Thumb codes so you have to use a Thumb ACE (0x085F) or, if necessary for some weird reason, a Thumb-bootstrapped Arm ACE
- (Step 2 Japanese Emerald 0x0615 problem)
- -Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon animation starts (from the egg if you're using the hatching techique, in the contest display if you're using the contest technique)
- -A: there may be three reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- 2- after Step 1 you placed something back in box 12, 13, 14 or in the last row of box 11. Just look at those boxes to verify
- 3- you're trying to trigger a Thumb execution. The codes I listed are Arm codes so you have to use an Arm ACE (0x0615) or, if necessary for some weird reason, an Arm-bootstrapped Thumb ACE
- (Step 2 Japanese Emerald problem)
- -Q: after executing the code I get a Bad Egg in box 10 slot 2
- -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- 2- you left some Pokémon/invisible Bad Egg/invisible data in box 10 slot 2 before executing the code. Check that slot, if it seems empty try to put any Pokémon in that slot to delete any potential invisible data stored there. Consider that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games
- (Step 2 Japanese Emerald problem)
- -Q: after executing the code I get no noticeable effect/something not related to box 10 slot 2
- -A: you most likely typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- (Step 3)
- -Q: when I try to hatch the Crobat egg my game crashes
- -A: you made a mistake in Step 1, you'll have to repeat that step and trade the new egg. You'll not need to redo Step 2 of course
- (Step 3)
- -Q: when I try to hatch the Crobat egg I get a different Pokémon (regular or double question, not Decamark)
- -A: you must have made a mistake in Step 1. Having a different species though is not a big deal, as long as the move is correct. My suggestion is to keep this Pokémon and try Step 4 and repeating Step 1 only if that fails
- (Step 3)
- -Q: when I try to hatch the Crobat egg I get a Decamark from it
- -A: you made a mistake in Step 1. While you can still use this Decamark to perform ACE as long as the move is correct, having to rely on a Decamark type glitch Pokémon can be tedious, I suggest to repeat Step 1 and trade the egg. You'll not need to redo Step 2
- (Step 3)
- -Q: when I try to execute a code for RS ACE the move works like a normal move would and no particular effect shows up
- -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
- 1- you made some kind of mistake when generating the Crobat egg in Step 1. You'll need to repeat Step 1 and trade the correct egg to RS
- 2- you forgot to turn battle animations on
- (Step 3)
- -Q: when I try to execute a code for RS ACE the game crashes before using the glitch move
- -A: you made some kind of mistake when generating the Crobat egg in Step 1. You'll need to repeat Step 1 and trade the correct egg to RS
- (Step 3)
- -Q: immediately after I use the glitch move trying to execute a code for RS ACE my game crashes
- -A: there may be five reasons why this is happening, I'll list them in order of likelihood:
- 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
- 2- you made some kind of mistake when generating the Bootstrap in Step 2. You'll need to repeat Step 2 and trade the correct bootstrap to RS
- 3- you made some kind of mistake when generating the Crobat egg in Step 1. You'll need to repeat Step 1 and trade the correct egg to RS
- 4- box 14 slot 29-30 are not empty. Check if there's anything visible there, if not try to place two Pokémon there then take them back to delete any potential garbage data sitting there
- 5- you placed the bootstrap in the wrong slot. Simply check if that's the case
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