Advertisement
Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- This guide will allow you to setup Arbitrary Code Execution on Pokémon Ruby / Sapphire Japanese 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, Japanese version (if you're instead playing on a non-Japanese RS, you're reading the wrong
- guide, go here for Spanish: https://pastebin.com/TbTKC0kH or here for non-Japanese non-Spanish: https://pastebin.com/17168wi3)
- - 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 0x60A9 for all Japanese Ruby and Sapphire games
- Step 2: on Emerald, the bootstrap (which is a Pokémon of your choice) will be generated via ACE
- 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 language:
- English Emerald:
- 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, C6000 E3B0BAC6 %% R11=C6000
- -filler- FF000000
- adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -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: (EL/…o ) [one …; ends with three spaces]
- Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 6: (8!n8…9n ) [one …; ends with space]
- Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 8: (E ) [nds with seven spaces]
- 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:
- 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, C6000 E3B0BAC6 %% R11=C6000
- -filler- FF000000
- adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -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: (EL/…o ) [one …; ends with three spaces]
- Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 6: (8!n8…9n ) [one …; ends with space]
- Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 8: (E ) [nds with seven spaces]
- 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:
- 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, C6000 E3B0BAC6 %% R11=C6000
- -filler- FF000000
- adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -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: (EL/…o ) [one …; ends with three spaces]
- Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 6: (8!n8…9n ) [one …; ends with space]
- Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 8: (E ) [nds with seven spaces]
- 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:
- 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, C6000 E3B0BAC6 %% R11=C6000
- -filler- FF000000
- adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -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: (EL/…o ) [one …; ends with three spaces]
- Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 6: (8!n8…9n ) [one …; ends with space]
- Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 8: (E ) [nds with seven spaces]
- 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:
- 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, C6000 E3B0BAC6 %% R11=C6000
- -filler- FF000000
- adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
- strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
- -filler- BFBFFF00
- strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
- -filler- BFFF0000
- -filler- 00000000
- -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: (EL/…o ) [one …; ends with three spaces]
- Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 6: (8!n8…9n ) [one …; ends with space]
- Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
- Box 8: (E ) [nds with seven spaces]
- 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):
- 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, 6000 E3B0BC60 %% R11=6000
- -filler- FF000000
- adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=60A9=ACE move
- strh r11 [r12, -1E] E14CB1BE %% Store ACE move
- adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4020A9
- adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402152=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タB…o ) [one …; ends with three spaces]
- Box 5: (8…!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):
- 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=FF00A152=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=60A9=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- A152
- -data- FF00
- -data- 3008
- -data- 0000
- -data- 00A9
- -data- 0000
- -filler- 00FF
- -filler- 0000
- -data- 60A9
- -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ュミびイ0 ) [starts with space; イ not ィ; zero; ends with space]
- Box 5: (くぃ 8 ) [two spaces after ぃ; ends with three spaces]
- Box 6: ( 8タ ) [starts with three spaces; 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 00002152
- 000000A9 00000000 00000000 000060A9
- 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) 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 one more code execution. Place a Pokémon in box 10 slot 2: that Pokémon will become the bootstrap. It will not change species during the process so you can freely choose what your bootstrap will be: you can just catch a random Pokémon to sacrifice or if you want a fancier bootstrap you can use a rare Pokémon too. Once the chosen Pokémon is in place, execute this code. If everything works out you should find that same Pokémon in the same slot but its OT name should be ÂÁ for non-Japanese Emerald or うい for Japanese Emerald
- If so, save the game: you're now ready for Step 3. If you see anything different than that, softreset and check for mistakes in box names before trying again
- English version:
- sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
- movs r11, 308 E3B0BFC2 %% R11=308
- movs r12, FF0000 E3B0C8FF %% R12=FF0000
- strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
- -filler- BFBFFF00
- adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
- -filler- BFFF0000
- sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
- -filler- FF000000
- str r12, [r10, BD]! E5AAC0BD
- sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
- sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
- adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
- -filler- BFBFFF00
- adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
- -filler- BFFF0000
- str r12, [r10, FED]! E5AACFED
- -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: (C.UnHE…o) [one …]
- Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
- Box 3: (EE♂U?n ) [ends with two spaces]
- Box 4: (EVFRn ) [ends with three spaces]
- Box 5: (CF9q0IQn) [zero; upper case i]
- Box 6: (-PnxM?n ) [ends with space]
- Box 7: (EE"N?n ) [lefty "; ends with two spaces]
- Box 8: (EyU9q ) [ends with three spaces]
- 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 version:
- sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
- movs r11, 308 E3B0BFC2 %% R11=308
- movs r12, FF0000 E3B0C8FF %% R12=FF0000
- strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
- -filler- BFBFFF00
- adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
- -filler- BFFF0000
- sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
- -filler- FF000000
- str r12, [r10, BD]! E5AAC0BD
- sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
- sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
- adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
- -filler- BFBFFF00
- adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
- -filler- BFFF0000
- str r12, [r10, FED]! E5AACFED
- -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: (C.UnHE…o) [one …]
- Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
- Box 3: (EE♂U?n ) [ends with two spaces]
- Box 4: (EVFRn ) [ends with three spaces]
- Box 5: (CF9q0IQn) [zero; upper case i]
- Box 6: (-PnxM?n ) [ends with space]
- Box 7: (EE"N?n ) [lefty "; ends with two spaces]
- Box 8: (EyU9q ) [ends with three spaces]
- 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: (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 version:
- sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
- movs r11, 308 E3B0BFC2 %% R11=308
- movs r12, FF0000 E3B0C8FF %% R12=FF0000
- strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
- -filler- BFBFFF00
- adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
- -filler- BFFF0000
- sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
- -filler- FF000000
- str r12, [r10, BD]! E5AAC0BD
- sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
- sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
- adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
- -filler- BFBFFF00
- adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
- -filler- BFFF0000
- str r12, [r10, FED]! E5AACFED
- -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: (C.UnHE…o) [one …]
- Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
- Box 3: (EE♂U?n ) [ends with two spaces]
- Box 4: (EVFRn ) [ends with three spaces]
- Box 5: (CF9q0IQn) [zero; upper case i]
- Box 6: (-PnxM?n ) [ends with space]
- Box 7: (EE"N?n ) [lefty "; ends with two spaces]
- Box 8: (EyU9q ) [ends with three spaces]
- 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: (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 version:
- sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
- movs r11, 308 E3B0BFC2 %% R11=308
- movs r12, FF0000 E3B0C8FF %% R12=FF0000
- strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
- -filler- BFBFFF00
- adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
- -filler- BFFF0000
- sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
- -filler- FF000000
- str r12, [r10, BD]! E5AAC0BD
- sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
- sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
- adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
- -filler- BFBFFF00
- adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
- -filler- BFFF0000
- str r12, [r10, FED]! E5AACFED
- -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: (C.UnHE…o) [one …]
- Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
- Box 3: (EE♂U?n ) [ends with two spaces]
- Box 4: (EVFRn ) [ends with three spaces]
- Box 5: (CF9q0IQn) [zero; upper case i]
- Box 6: (-PnxM?n ) [ends with space]
- Box 7: (EE"N?n ) [lefty "; ends with two spaces]
- Box 8: (EyU9q ) [ends with three spaces]
- 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: (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 version:
- sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
- movs r11, 308 E3B0BFC2 %% R11=308
- movs r12, FF0000 E3B0C8FF %% R12=FF0000
- strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
- -filler- BFBFFF00
- adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
- -filler- BFFF0000
- sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
- -filler- FF000000
- str r12, [r10, BD]! E5AAC0BD
- sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
- sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
- adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
- -filler- BFBFFF00
- adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
- -filler- BFFF0000
- str r12, [r10, FED]! E5AACFED
- -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: (C.UnHE…o) [one …]
- Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
- Box 3: (EE♂U?n ) [ends with two spaces]
- Box 4: (EVFRn ) [ends with three spaces]
- Box 5: (CF9q0IQn) [zero; upper case i]
- Box 6: (-PnxM?n ) [ends with space]
- Box 7: (EE"N?n ) [lefty "; ends with two spaces]
- Box 8: (EyU9q ) [ends with three spaces]
- 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: (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 version (0x0615 execution):
- sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
- movs r11, 308 E3B0BFC2 %% R11=308
- movs r12, FF0000 E3B0C8FF %% R12=FF0000
- strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
- -filler- BFBFFF00
- adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
- -filler- BFFF0000
- sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
- -filler- FF000000
- str r12, [r10, BD]! E5AAC0BD
- sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
- sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
- adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
- -filler- BFBFFF00
- adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
- -filler- BFFF0000
- str r12, [r10, FED]! E5AACFED
- -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: (C。UnHE・・o) [one ・・]
- Box 2: (N・・o*・・Pq ) [one ・・; one ・・; ends with space] * = G on old emulators, E on console/new emulators
- Box 3: (EE♂U?n ) [ends with two spaces]
- Box 4: (EVFRn ) [ends with three spaces]
- Box 5: (CF9q0IQn) [zero; upper case i]
- Box 6: (-PnxM?n ) [ends with space]
- Box 7: (EE『N?n ) [ends with two spaces]
- Box 8: (EyU9q ) [ends with three 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 version (0x085F execution):
- mov r1,pc 4679 %% R1=PC+2
- ldr r0 pc+24 4809 %% R0=2E84
- sub r1,r1,r0 1A09 %% R1=R1-R0=starting position
- mov r0,50 2008 %% R0=08
- -filler- 00FF
- strb r0,[r1,8] 7208
- ldr r0 pc+14 4805 %% R0=80610305
- b pc,4 E000 %% Skip bad filler
- -Bad filler- FF00
- str r0,[r1] 6008
- ldr r0 pc+18 4806 %% R0=0203
- strh r0,[r1,4] 8088
- ldr r0 pc+10 4804 %% R0=FF
- -filler- 00FF
- strh r0,[r1,6] 80C8
- bx lr 4770
- -filler- 0000
- -filler- FF00
- -data- 0305
- -data- 8061
- -data- 2E84
- -data- 0000
- -data- 00FF
- -data- 0000
- -data- 0203
- -data- 0000
- Box names:
- Box 1: (ルばけぶはくみ)
- Box 2: ( くメおぶ l ) [starts with space; お not ぉ; lower case L; ends with space]
- Box 3: (くタかぶギィえぶ) [ィ not イ; え not ぇ]
- Box 4: ( Nィミび ) [starts with space; ィ not イ; ends with three spaces]
- Box 5: (おうチィャん ) [お not ぉ; う not ぅ; ィ not イ; ャ not ヤ; ends with two spaces]
- Box 6: ( うい ) [starts with three spaces; う not ぅ; い not ぃ; ends with two spaces]
- Box 7 onwards: Anything
- _______________________________________________________________________________________________________________________________________
- Result: XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
- 80610305 00FF0203 XXXXXX08 XXXXXXXX
- XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
- XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
- XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
- | Step 3: trade and RS setup |
- On Emerald, clone the Crobat egg from Step 1 and bootstrap Pokémon from Step 2 as a backup and also to take a copy in case you want to trade ACE to other Japanese RS games. 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 the second floor PC. 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: the Pokémon from Step 2 goes in box 14 slot 3.
- 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 Spanish Ruby and Sapphire (Japanese).
- 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 the code 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- 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 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)
- -Q: after executing the code I don't get what is described in the notes
- -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
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement