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Sleipnir17

Japanese RS Arbitrary Code Execution

Dec 2nd, 2022 (edited)
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  1. 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
  2.  
  3.  
  4. | Requirements |
  5.  
  6. In order to correctly follow this procedure there are some mandatory requiremens:
  7. Required skills:
  8. - Knowing how to perform Merrp's ACE, which basically means:
  9. - Knowing how to EV train a Pokémon to get exact amounts
  10. - Knowing how to perform a cloning glitch of any kind
  11. - Being able to perfrom a basic single corruption on a Pokémon
  12. Required hardware:
  13. If you play on console:
  14. - A Pokémon Emerald cartridge of any language. You'll need to perform glitches on this game
  15. - A Pokémon Ruby or Sapphire cartridge, Japanese version (if you're instead playing on a non-Japanese RS, you're reading the wrong
  16. guide, go here for Spanish: https://pastebin.com/TbTKC0kH or here for non-Japanese non-Spanish: https://pastebin.com/17168wi3)
  17. - Two consoles and something to trade between them. Only one trade is needed thus the second console and the trading hardware are only
  18. 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
  19. the need of actually borrow the material
  20. If you play on emulator:
  21. - A computer (everything else is just software so you'll be able to get it in any case). To my knowledge, emulation on different
  22. devices don't allow trading: if I'm wrong, any emulator that allows trading should be ok
  23.  
  24.  
  25. | Overview |
  26.  
  27. This method can be split in three steps:
  28.  
  29. 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
  30.  
  31. Step 2: on Emerald, the bootstrap (which is a Pokémon of your choice) will be generated via ACE
  32.  
  33. 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
  34.  
  35.  
  36. | Step 1: Get the move |
  37.  
  38. -Setup your Pokémon Emerald game in order to perform Merrp's ACE
  39. -Leave Box 9 slot 27 empty
  40. -Execute the right code from this list. Choose depending on your Emerald language:
  41.  
  42. English Emerald:
  43. movs r11, A9 E3B0B0A9 %% R11=A9=species
  44. sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
  45. movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
  46. strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
  47. -filler- BFBFFF00
  48. strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
  49. -filler- BFFF0000
  50. movs r11, C6000 E3B0BAC6 %% R11=C6000
  51. -filler- FF000000
  52. adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
  53. strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
  54. adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
  55. adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
  56. -filler- BFBFFF00
  57. strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
  58. -filler- BFFF0000
  59. -filler- 00000000
  60. -filler- FF000000
  61. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  62. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  63. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  64. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  65. -filler- BFBFFF00
  66. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  67. -filler- BFFF0000
  68. adc r12,lr, DC0 E2AECEDC %% R12=LR+DC0
  69. -filler- FF000000
  70. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  71. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  72. -filler- BFBFBFFF
  73. adc r0,r12, D6 E2AC00D6 %% R0=R12+D6=SetCB2WhiteOutENG
  74.  
  75. Box names:
  76. Box 1: (8……oGSUn) [two …]
  77. Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
  78. Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
  79. Box 4: (EL/…o ) [one …; ends with three spaces]
  80. Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
  81. Box 6: (8!n8…9n ) [one …; ends with space]
  82. Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
  83. Box 8: (E ) [nds with seven spaces]
  84. Box 9: (z♀loy…Qn) [lower case L; one …]
  85. Box 10: (♀QnFGEn ) [ends with space]
  86. Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
  87. Box 12: (EhT-n ) [ends with three spaces]
  88. Box 13: (YN?nFNRo)
  89. Box 14: (EEEb ?n ) [one space after b; ends with space]
  90. _______________________________
  91. Italian Emerald:
  92. movs r11, A9 E3B0B0A9 %% R11=A9=species
  93. sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
  94. movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
  95. strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
  96. -filler- BFBFFF00
  97. strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
  98. -filler- BFFF0000
  99. movs r11, C6000 E3B0BAC6 %% R11=C6000
  100. -filler- FF000000
  101. adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
  102. strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
  103. adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
  104. adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
  105. -filler- BFBFFF00
  106. strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
  107. -filler- BFFF0000
  108. -filler- 00000000
  109. -filler- FF000000
  110. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  111. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  112. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  113. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  114. -filler- BFBFFF00
  115. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  116. -filler- BFFF0000
  117. adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
  118. -filler- FF000000
  119. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  120. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  121. -filler- B2AC00FF
  122. sbc r0,r12, DD E2CC00DD %% R0=R12-DD=SetCB2WhiteOutITA
  123.  
  124. Box names:
  125. Box 1: (8……oGSUn) [two …]
  126. Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
  127. Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
  128. Box 4: (EL/…o ) [one …; ends with three spaces]
  129. Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
  130. Box 6: (8!n8…9n ) [one …; ends with space]
  131. Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
  132. Box 8: (E ) [nds with seven spaces]
  133. Box 9: (z♀loy…Qn) [lower case L; one …]
  134. Box 10: (♀QnFGEn ) [ends with space]
  135. Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
  136. Box 12: (E,T-n ) [ends with three spaces]
  137. Box 13: (YN?nFNRo)
  138. Box 14: ( ?"i Rn ) [starts with space, righty "; one space after i; ends with space]
  139. _______________________________
  140. German Emerald:
  141. movs r11, A9 E3B0B0A9 %% R11=A9=species
  142. sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
  143. movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
  144. strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
  145. -filler- BFBFFF00
  146. strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
  147. -filler- BFFF0000
  148. movs r11, C6000 E3B0BAC6 %% R11=C6000
  149. -filler- FF000000
  150. adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
  151. strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
  152. adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
  153. adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
  154. -filler- BFBFFF00
  155. strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
  156. -filler- BFFF0000
  157. -filler- 00000000
  158. -filler- FF000000
  159. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  160. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  161. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  162. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  163. -filler- BFBFFF00
  164. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  165. -filler- BFFF0000
  166. adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
  167. -filler- FF000000
  168. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  169. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  170. -filler- B2AC00FF
  171. adc r0,r12, A8 E2AC00A8 %% R0=R12+A8=SetCB2WhiteOutGER
  172.  
  173. Box names:
  174. Box 1: (8……oGSUn) [two …]
  175. Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
  176. Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
  177. Box 4: (EL/…o ) [one …; ends with three spaces]
  178. Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
  179. Box 6: (8!n8…9n ) [one …; ends with space]
  180. Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
  181. Box 8: (E ) [nds with seven spaces]
  182. Box 9: (z♀loy…Qn) [lower case L; one …]
  183. Box 10: (♀QnFGEn ) [ends with space]
  184. Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
  185. Box 12: (E0T-n ) [zero; ends with three spaces]
  186. Box 13: (YN?nFNRo)
  187. Box 14: ( ?"7 ?n ) [starts with space, righty "; one space after 7; ends with space]
  188. _______________________________
  189. Spanish Emerald:
  190. movs r11, A9 E3B0B0A9 %% R11=A9=species
  191. sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
  192. movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
  193. strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
  194. -filler- BFBFFF00
  195. strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
  196. -filler- BFFF0000
  197. movs r11, C6000 E3B0BAC6 %% R11=C6000
  198. -filler- FF000000
  199. adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
  200. strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
  201. adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
  202. adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
  203. -filler- BFBFFF00
  204. strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
  205. -filler- BFFF0000
  206. -filler- 00000000
  207. -filler- FF000000
  208. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  209. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  210. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  211. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  212. -filler- BFBFFF00
  213. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  214. -filler- BFFF0000
  215. adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
  216. -filler- FF000000
  217. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  218. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  219. -filler- B2AC00FF
  220. sbc r0,r12, D5 E2CC00D5 %% R0=R12-D5=SetCB2WhiteOutSPA
  221.  
  222. Box names:
  223. Box 1: (8……oGSUn) [two …]
  224. Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
  225. Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
  226. Box 4: (EL/…o ) [one …; ends with three spaces]
  227. Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
  228. Box 6: (8!n8…9n ) [one …; ends with space]
  229. Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
  230. Box 8: (E ) [nds with seven spaces]
  231. Box 9: (z♀loy…Qn) [lower case L; one …]
  232. Box 10: (♀QnFGEn ) [ends with space]
  233. Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
  234. Box 12: (E,T-n ) [ends with three spaces]
  235. Box 13: (YN?nFNRo)
  236. Box 14: ( ?"a Rn ) [starts with space, righty "; one space after a; ends with space]
  237. _______________________________
  238. French Emerald:
  239. movs r11, A9 E3B0B0A9 %% R11=A9=species
  240. sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
  241. movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
  242. strh r10 [r12, **] E1CCA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
  243. -filler- BFBFFF00
  244. strh r11 [r12, 3*] E1CCB3B* %% Store species * = 6 on old emulators, 4 on console/new emulators
  245. -filler- BFFF0000
  246. movs r11, C6000 E3B0BAC6 %% R11=C6000
  247. -filler- FF000000
  248. adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=C60A9=ACE move
  249. strh r11 [r12, 4*] E1CCB4B* %% Store ACE move * = 2 on old emulators, 0 on console/new emulators
  250. adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4C20A9
  251. adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=4C2152=new checksum
  252. -filler- BFBFFF00
  253. strh r11 [r12, 3*] E1CCB3B* %% Store checksum * = 2 on old emulators, 0 on console/new emulators
  254. -filler- BFFF0000
  255. -filler- 00000000
  256. -filler- FF000000
  257. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  258. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  259. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  260. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  261. -filler- BFBFFF00
  262. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  263. -filler- BFFF0000
  264. adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
  265. -filler- FF000000
  266. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  267. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  268. -filler- B2AC00FF
  269. adc r0,r12, C8 E2AC00C8 %% R0=R12+C8=SetCB2WhiteOutFRA
  270.  
  271. Box names:
  272. Box 1: (8……oGSUn) [two …]
  273. Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
  274. Box 3: (EE*'Rm ) [lefty '; ends with two spaces] * = ♀ on new emulators, ' [righty '] on console/new emulators
  275. Box 4: (EL/…o ) [one …; ends with three spaces]
  276. Box 5: (8…!n*'Rm) [one …; righty '] * = " [righty "] on old emulators, … [one …] on console/new emulators
  277. Box 6: (8!n8…9n ) [one …; ends with space]
  278. Box 7: (EE*'Rm ) [lefty '; ends with two spaces] * = " [righty "] on old emulators, … [one …] on console/new emulators
  279. Box 8: (E ) [nds with seven spaces]
  280. Box 9: (z♀loy…Qn) [lower case L; one …]
  281. Box 10: (♀QnFGEn ) [ends with space]
  282. Box 11: (?" …?q ) [righty "; one space after "; ends with two spaces]
  283. Box 12: (E0T-n ) [zero; ends with three spaces]
  284. Box 13: (YN?nFNRo)
  285. Box 14: ( ?"N ?n ) [starts with space, righty "; one space after N; ends with space]
  286. _______________________________
  287. Japanese Emerald (0x0615-like execution):
  288. movs r11, A9 E3B0B0A9 %% R11=A9=species
  289. sbc r12,pc,3040 E2CFCDC1 %% R12=PC-3040-1
  290. movs r10, 3FC000 E3B0A9FF %% R10=3FC000=egg halfword
  291. strh r10 [r12, **]! E1ECA*B* %% Store egg halfword ** = 60 on old emulators, 5E on console/new emulators
  292. -filler- BFBFFF00
  293. strh r11 [r12, -2A] E14CB2BA %% Store species
  294. -filler- BFFF0000
  295. movs r11, 6000 E3B0BC60 %% R11=6000
  296. -filler- FF000000
  297. adc r11,r11, A9 E2ABB0A9 %% R11=R11+A9=60A9=ACE move
  298. strh r11 [r12, -1E] E14CB1BE %% Store ACE move
  299. adc r10,r11, 3FC000 E2ABA9FF %% R10=R11+3FC000=4020A9
  300. adc r11,r10, A9 E2AAB0A9 %% R11=R10+A9=402152=new checksum
  301. -filler- BFBFFF00
  302. strh r11 [r12, -2E] E14CB2BE %% Store checksum
  303. -filler- BFFF0000
  304. -filler- 00000000
  305. -filler- FF000000
  306. -filler- 000000BF
  307. -filler- 00000000
  308. -filler- 000000FF
  309. lrd r0 [pc, -*] E51F000* %% R0=081378ED=SetCB2WhiteOutJAP * = 0 on old emulators, 2 on console/new emulators
  310. bx r0 E12FFF10 %% Exit the execution
  311. -data- 081378ED
  312.  
  313. Box names:
  314. Box 1: (8……oGSUn) [two …]
  315. Box 2: (8…o*°xm ) [one …; ends with space] *° = …5 [one …] on old emulators, D4 on console/new emulators
  316. Box 3: (EE/』ぴm ) [ends with two spaces]
  317. Box 4: (EタB…o ) [one …; ends with three spaces]
  318. Box 5: (8…!nD『ぴm) [one …]
  319. Box 6: (8!n8…9n ) [one …; ends with space]
  320. Box 7: (EED』ぴm ) [ends with two spaces]
  321. Box 8: (E ) [ends with seven spaces]
  322. Box 9: (E ) [ends with seven spaces]
  323. Box 10: ( * まqた) [starts with three spaces; one space after *] * = [space] on old emulators, い on console/new emulators
  324. Box 11: (ぁmyリてく ) [リ not り; ends with two spaces]
  325. Box 12 onwards: anything
  326. _______________________________
  327. Japanese Emerald (0x085F-like execution):
  328. mov r1,pc 4679 %% R1=PC+4
  329. ldr r0 pc+20 4808 %% R0=3008
  330. sub r1,r1,r0 1A09 %% R1=R1-R0=checksum location
  331. ldr r0 pc+18 4806 %% R0=FF00A152=checksum
  332. -filler- 00FF
  333. strh r0,[r1] 8008 %% Store checksum
  334. ldr r0 pc+18 4806 %% R0=A9=species
  335. b pc,4 E000 %% Skip bad filler
  336. -bad filler- FF00
  337. strh r0,[r1,4] 8088 %% Store species
  338. ldr r0 pc+18 4806 %% R0=60A9=ACE move
  339. strh r0,[r1,10] 8208 %% Store ACE move
  340. ldr r0 pc+1C 4807 %% R0=4000=egg halfword
  341. -filler- 00FF
  342. strh r0,[r1,2E] 85C8 %% Store egg halfword
  343. bx lr 4770
  344. -data- A152
  345. -data- FF00
  346. -data- 3008
  347. -data- 0000
  348. -data- 00A9
  349. -data- 0000
  350. -filler- 00FF
  351. -filler- 0000
  352. -data- 60A9
  353. -data- 0000
  354. -filler- FF00
  355. -filler- 0000
  356. -data- 4000
  357. -data- 0000
  358.  
  359. Box names:
  360. Box 1: (ルばくぶけはかぶ)
  361. Box 2: ( くィかぶ l ) [starts with space; one space after ぶ; lower case L; ends with space]
  362. Box 3: (ギィかぶくェきぶ)
  363. Box 4: ( Nュミびイ0 ) [starts with space; イ not ィ; zero; ends with space]
  364. Box 5: (くぃ 8 ) [two spaces after ぃ; ends with three spaces]
  365. Box 6: ( 8タ ) [starts with three spaces; ends with three spaces]
  366. Box 7: ( ぞ ) [starts with three spaces; ends with four spaces]
  367. Box 8 onwards: Anything
  368. _______________________________________________________________________________________________________________________________________
  369. Result: 00000000 00000000 00000000 00000000
  370. 00000000 00000000 00000000 00002152
  371. 000000A9 00000000 00000000 000060A9
  372. 00000000 00000000 00000000 00000000
  373. 00000000 00000000 C0000000 00000000
  374.  
  375. 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
  376.  
  377. | Step 2: Get the bootstrap |
  378.  
  379. 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
  380. 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
  381.  
  382.  
  383. English version:
  384.  
  385. sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
  386. movs r11, 308 E3B0BFC2 %% R11=308
  387. movs r12, FF0000 E3B0C8FF %% R12=FF0000
  388. strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
  389. -filler- BFBFFF00
  390. adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
  391. -filler- BFFF0000
  392. sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
  393. -filler- FF000000
  394. str r12, [r10, BD]! E5AAC0BD
  395. sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
  396. sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
  397. adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
  398. -filler- BFBFFF00
  399. adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
  400. -filler- BFFF0000
  401. str r12, [r10, FED]! E5AACFED
  402. -filler- FF000000
  403. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  404. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  405. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  406. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  407. -filler- BFBFFF00
  408. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  409. -filler- BFFF0000
  410. adc r12,lr, DC0 E2AECEDC %% R12=LR+DC0
  411. -filler- FF000000
  412. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  413. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  414. -filler- BFBFBFFF
  415. adc r0,r12, D6 E2AC00D6 %% R0=R12+D6=SetCB2WhiteOutENG
  416.  
  417.  
  418. Box names:
  419. Box 1: (C.UnHE…o) [one …]
  420. Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
  421. Box 3: (EE♂U?n ) [ends with two spaces]
  422. Box 4: (EVFRn ) [ends with three spaces]
  423. Box 5: (CF9q0IQn) [zero; upper case i]
  424. Box 6: (-PnxM?n ) [ends with space]
  425. Box 7: (EE"N?n ) [lefty "; ends with two spaces]
  426. Box 8: (EyU9q ) [ends with three spaces]
  427. Box 9: (z♀loy…Qn) [lower case L; one …]
  428. Box 10: (♀QnFGEn ) [ends with space]
  429. Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
  430. Box 12: (EhT-n ) [ends with three spaces]
  431. Box 13: (YN?nFNRo)
  432. Box 14: (EEEb ?n ) [one space after b; ends with space]
  433. _______________________________________________________________________________________________________________________________________
  434.  
  435. Italian version:
  436.  
  437. sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
  438. movs r11, 308 E3B0BFC2 %% R11=308
  439. movs r12, FF0000 E3B0C8FF %% R12=FF0000
  440. strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
  441. -filler- BFBFFF00
  442. adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
  443. -filler- BFFF0000
  444. sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
  445. -filler- FF000000
  446. str r12, [r10, BD]! E5AAC0BD
  447. sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
  448. sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
  449. adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
  450. -filler- BFBFFF00
  451. adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
  452. -filler- BFFF0000
  453. str r12, [r10, FED]! E5AACFED
  454. -filler- FF000000
  455. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  456. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  457. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  458. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  459. -filler- BFBFFF00
  460. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  461. -filler- BFFF0000
  462. adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
  463. -filler- FF000000
  464. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  465. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  466. -filler- B2AC00FF
  467. sbc r0,r12, DD E2CC00DD %% R0=R12-DD=SetCB2WhiteOutITA
  468.  
  469.  
  470. Box names:
  471. Box 1: (C.UnHE…o) [one …]
  472. Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
  473. Box 3: (EE♂U?n ) [ends with two spaces]
  474. Box 4: (EVFRn ) [ends with three spaces]
  475. Box 5: (CF9q0IQn) [zero; upper case i]
  476. Box 6: (-PnxM?n ) [ends with space]
  477. Box 7: (EE"N?n ) [lefty "; ends with two spaces]
  478. Box 8: (EyU9q ) [ends with three spaces]
  479. Box 9: (z♀loy…Qn) [lower case L; one …]
  480. Box 10: (♀QnFGEn ) [ends with space]
  481. Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
  482. Box 12: (E,T-n ) [ends with three spaces]
  483. Box 13: (YN?nFNRo)
  484. Box 14: ( ?"i Rn ) [starts with space, righty "; one space after i; ends with space]
  485. _______________________________________________________________________________________________________________________________________
  486.  
  487. German version:
  488.  
  489. sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
  490. movs r11, 308 E3B0BFC2 %% R11=308
  491. movs r12, FF0000 E3B0C8FF %% R12=FF0000
  492. strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
  493. -filler- BFBFFF00
  494. adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
  495. -filler- BFFF0000
  496. sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
  497. -filler- FF000000
  498. str r12, [r10, BD]! E5AAC0BD
  499. sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
  500. sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
  501. adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
  502. -filler- BFBFFF00
  503. adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
  504. -filler- BFFF0000
  505. str r12, [r10, FED]! E5AACFED
  506. -filler- FF000000
  507. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  508. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  509. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  510. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  511. -filler- BFBFFF00
  512. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  513. -filler- BFFF0000
  514. adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
  515. -filler- FF000000
  516. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  517. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  518. -filler- B2AC00FF
  519. adc r0,r12, A8 E2AC00A8 %% R0=R12+A8=SetCB2WhiteOutGER
  520.  
  521.  
  522. Box names:
  523. Box 1: (C.UnHE…o) [one …]
  524. Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
  525. Box 3: (EE♂U?n ) [ends with two spaces]
  526. Box 4: (EVFRn ) [ends with three spaces]
  527. Box 5: (CF9q0IQn) [zero; upper case i]
  528. Box 6: (-PnxM?n ) [ends with space]
  529. Box 7: (EE"N?n ) [lefty "; ends with two spaces]
  530. Box 8: (EyU9q ) [ends with three spaces]
  531. Box 9: (z♀loy…Qn) [lower case L; one …]
  532. Box 10: (♀QnFGEn ) [ends with space]
  533. Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
  534. Box 12: (E0T-n ) [zero; ends with three spaces]
  535. Box 13: (YN?nFNRo)
  536. Box 14: ( ?"7 ?n ) [starts with space, righty "; one space after 7; ends with space]
  537. _______________________________________________________________________________________________________________________________________
  538.  
  539. Spanish version:
  540.  
  541. sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
  542. movs r11, 308 E3B0BFC2 %% R11=308
  543. movs r12, FF0000 E3B0C8FF %% R12=FF0000
  544. strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
  545. -filler- BFBFFF00
  546. adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
  547. -filler- BFFF0000
  548. sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
  549. -filler- FF000000
  550. str r12, [r10, BD]! E5AAC0BD
  551. sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
  552. sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
  553. adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
  554. -filler- BFBFFF00
  555. adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
  556. -filler- BFFF0000
  557. str r12, [r10, FED]! E5AACFED
  558. -filler- FF000000
  559. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  560. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  561. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  562. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  563. -filler- BFBFFF00
  564. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  565. -filler- BFFF0000
  566. adc r12,lr, B80 E2AECEB8 %% R12=LR+B80
  567. -filler- FF000000
  568. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  569. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  570. -filler- B2AC00FF
  571. sbc r0,r12, D5 E2CC00D5 %% R0=R12-D5=SetCB2WhiteOutSPA
  572.  
  573.  
  574. Box names:
  575. Box 1: (C.UnHE…o) [one …]
  576. Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
  577. Box 3: (EE♂U?n ) [ends with two spaces]
  578. Box 4: (EVFRn ) [ends with three spaces]
  579. Box 5: (CF9q0IQn) [zero; upper case i]
  580. Box 6: (-PnxM?n ) [ends with space]
  581. Box 7: (EE"N?n ) [lefty "; ends with two spaces]
  582. Box 8: (EyU9q ) [ends with three spaces]
  583. Box 9: (z♀loy…Qn) [lower case L; one …]
  584. Box 10: (♀QnFGEn ) [ends with space]
  585. Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
  586. Box 12: (E,T-n ) [ends with three spaces]
  587. Box 13: (YN?nFNRo)
  588. Box 14: ( ?"a Rn ) [starts with space, righty "; one space after a; ends with space]
  589. _______________________________________________________________________________________________________________________________________
  590.  
  591. French version:
  592.  
  593. sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
  594. movs r11, 308 E3B0BFC2 %% R11=308
  595. movs r12, FF0000 E3B0C8FF %% R12=FF0000
  596. strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
  597. -filler- BFBFFF00
  598. adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
  599. -filler- BFFF0000
  600. sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
  601. -filler- FF000000
  602. str r12, [r10, BD]! E5AAC0BD
  603. sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
  604. sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
  605. adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
  606. -filler- BFBFFF00
  607. adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
  608. -filler- BFFF0000
  609. str r12, [r10, FED]! E5AACFED
  610. -filler- FF000000
  611. mvn r11, EE00000 E3E0B6EE %% R11=notEE00000=F11FFFFF
  612. sbc r11, r11, ED E2CBB0ED %% R11=R12-ED-1=F11FFF11
  613. sbc r11, r11, FF00000 E2CBB6FF %% R11=R11-FF00000-1=E12FFF10="bx r0" opcode
  614. adcs r12,pc, 30 E2BFC1C0 %% R12=PC+30
  615. -filler- BFBFFF00
  616. strt r11, [r12]! E5ACB000 %% Store bx r0 opcode in [r12]
  617. -filler- BFFF0000
  618. adc r12,lr, A10 E2AECEA1 %% R12=LR+A10
  619. -filler- FF000000
  620. adc r12,r12 D30000 E2ACC8D3 %% R12=R12+D30000
  621. bic r12,r12, C00000 E3CCC8C0 %% R12=R12 and notC00000
  622. -filler- B2AC00FF
  623. adc r0,r12, C8 E2AC00C8 %% R0=R12+C8=SetCB2WhiteOutFRA
  624.  
  625.  
  626. Box names:
  627. Box 1: (C.UnHE…o) [one …]
  628. Box 2: (N…o*…Pq ) [one …; one …; ends with space] * = G on old emulators, E on console/new emulators
  629. Box 3: (EE♂U?n ) [ends with two spaces]
  630. Box 4: (EVFRn ) [ends with three spaces]
  631. Box 5: (CF9q0IQn) [zero; upper case i]
  632. Box 6: (-PnxM?n ) [ends with space]
  633. Box 7: (EE"N?n ) [lefty "; ends with two spaces]
  634. Box 8: (EyU9q ) [ends with three spaces]
  635. Box 9: (z♀loy…Qn) [lower case L; one …]
  636. Box 10: (♀QnFGEn ) [ends with space]
  637. Box 11: (EE …?q ) [one space after E; one …; ends with two spaces]
  638. Box 12: (E0T-n ) [zero; ends with three spaces]
  639. Box 13: (YN?nFNRo)
  640. Box 14: ( ?"N ?n ) [starts with space, righty "; one space after N; ends with space]
  641. _______________________________________________________________________________________________________________________________________
  642.  
  643. Japanese version (0x0615 execution):
  644.  
  645. sbc r10, pc, 2F40 E2CFADBD %% R10=PC-2F40
  646. movs r11, 308 E3B0BFC2 %% R11=308
  647. movs r12, FF0000 E3B0C8FF %% R12=FF0000
  648. strb r11, [r10, **] E5CAB0** ** = C1 on old emulators, BF on console/new emulators
  649. -filler- BFBFFF00
  650. adc r12, r12, 2D4 E2ACCFB5 %% R12=R12+2D4=FF02D4
  651. -filler- BFFF0000
  652. sbc r12, r12, D0 E2CCC0D0 %% R12=R12-D0-1=FF0203
  653. -filler- FF000000
  654. str r12, [r10, BD]! E5AAC0BD
  655. sbc r12, r11, 84000002 E2CBC3A1 %% R12=R11-84000002-1=7C000305
  656. sbc r10, r10, FF0 E2CAAEFF %% R10=R10-FF-1
  657. adc r12, r12, 3B00000 E2ACC7EC %% R12=R12+3B00000=7FB00305
  658. -filler- BFBFFF00
  659. adc r12, r12, B10000 E2ACC8B1 %% R12=R12+B10000=80610305
  660. -filler- BFFF0000
  661. str r12, [r10, FED]! E5AACFED
  662. -filler- FF000000
  663. -filler- 000000BF
  664. -filler- 00000000
  665. -filler- 000000FF
  666. lrd r0 [pc, *] E51F000* %% R0=081378ED=SetCB2WhiteOutJAP * = 0 on old emulators, 2 on console/new emulators
  667. bx r0 E12FFF10 %% Exit the execution
  668. -data- 081378ED
  669.  
  670. Box names:
  671. Box 1: (C。UnHE・・o) [one ・・]
  672. Box 2: (N・・o*・・Pq ) [one ・・; one ・・; ends with space] * = G on old emulators, E on console/new emulators
  673. Box 3: (EE♂U?n ) [ends with two spaces]
  674. Box 4: (EVFRn ) [ends with three spaces]
  675. Box 5: (CF9q0IQn) [zero; upper case i]
  676. Box 6: (-PnxM?n ) [ends with space]
  677. Box 7: (EE『N?n ) [ends with two spaces]
  678. Box 8: (EyU9q ) [ends with three spaces]
  679. Box 9: (E ) [ends with seven spaces]
  680. Box 10: ( * まqた) [starts with three spaces; one space after *] * = [space] on old emulators, い on console/new emulators
  681. Box 11: (ぁmyリてく ) [リ not り; ends with two spaces]
  682. Box 12 onwards: anything
  683. _______________________________________________________________________________________________________________________________________
  684.  
  685. Japanese version (0x085F execution):
  686.  
  687. mov r1,pc 4679 %% R1=PC+2
  688. ldr r0 pc+24 4809 %% R0=2E84
  689. sub r1,r1,r0 1A09 %% R1=R1-R0=starting position
  690. mov r0,50 2008 %% R0=08
  691. -filler- 00FF
  692. strb r0,[r1,8] 7208
  693. ldr r0 pc+14 4805 %% R0=80610305
  694. b pc,4 E000 %% Skip bad filler
  695. -Bad filler- FF00
  696. str r0,[r1] 6008
  697. ldr r0 pc+18 4806 %% R0=0203
  698. strh r0,[r1,4] 8088
  699. ldr r0 pc+10 4804 %% R0=FF
  700. -filler- 00FF
  701. strh r0,[r1,6] 80C8
  702. bx lr 4770
  703. -filler- 0000
  704. -filler- FF00
  705. -data- 0305
  706. -data- 8061
  707. -data- 2E84
  708. -data- 0000
  709. -data- 00FF
  710. -data- 0000
  711. -data- 0203
  712. -data- 0000
  713.  
  714. Box names:
  715. Box 1: (ルばけぶはくみ)
  716. Box 2: ( くメおぶ l ) [starts with space; お not ぉ; lower case L; ends with space]
  717. Box 3: (くタかぶギィえぶ) [ィ not イ; え not ぇ]
  718. Box 4: ( Nィミび ) [starts with space; ィ not イ; ends with three spaces]
  719. Box 5: (おうチィャん ) [お not ぉ; う not ぅ; ィ not イ; ャ not ヤ; ends with two spaces]
  720. Box 6: ( うい ) [starts with three spaces; う not ぅ; い not ぃ; ends with two spaces]
  721. Box 7 onwards: Anything
  722. _______________________________________________________________________________________________________________________________________
  723. Result: XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
  724. 80610305 00FF0203 XXXXXX08 XXXXXXXX
  725. XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
  726. XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
  727. XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX
  728.  
  729. | Step 3: trade and RS setup |
  730.  
  731. 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.
  732. 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).
  733. 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.
  734. Make sure that box 14 slot 29 and 30 are empty.
  735. Hatch Crobat: it should have only one glitch move, which is the ACE move for Spanish Ruby and Sapphire (Japanese).
  736. 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.
  737. 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?)
  738.  
  739.  
  740. Troubleshooting
  741.  
  742. 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.
  743.  
  744. (General non-Japanese Emerald problem)
  745. -Q: after executing a code on Emerald all summary sprites are glitched
  746. -A: that's a normal side effect of the 0x0611 hatching technique. After a reset or a battle this issue will solve itself
  747.  
  748. (General non-Japanese Emerald problem)
  749. -Q: after executing a code on Emerald my money amount changes
  750. -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
  751.  
  752. (General non-Japanese Emerald problem)
  753. -Q: after executing a code on Emerald some data of my Trainer Card's back is corrupted
  754. -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)
  755.  
  756. (Step 1 non-Japanese Emerald problem)
  757. -Q: my game crashes/freezes as soon as/immediately after I press A at the hatching message, before displaying the hatching screen
  758. -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
  759.  
  760. (Step 1 non-Japanese Emerald problem)
  761. -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)
  762. -A: there may be five reasons why this is happening, I'll list them in order of likelihood:
  763. 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
  764. 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
  765. 3- you're using a wrong language version of the code. Check if you're looking at the code version you need
  766. 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
  767. 5- your egg/glitch Pokémon is wrong. Try to generate the egg/glitch Pokémon again
  768.  
  769. (Step 1 non-Japanese Emerald problem)
  770. -Q: after executing the code I get a Bad Egg in box 9 slot 27
  771. -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
  772. 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
  773. 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
  774.  
  775. (Step 1 non-Japanese Emerald problem)
  776. -Q: after executing the code I get no noticeable effect/something not related to box 9 slot 27
  777. -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
  778.  
  779. (Step 1 Japanese Emerald 0x085F problem)
  780. -Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon animation in the summary screen starts
  781. -A: there may be four reasons why this is happening, I'll list them in order of likelihood:
  782. 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  783. 2- your glitch Pokémon is wrong. Try to generate the glitch Pokémon again
  784. 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
  785. 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
  786.  
  787. (Step 1 Japanese Emerald 0x0615 problem)
  788. -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)
  789. -A: there may be four reasons why this is happening, I'll list them in order of likelihood:
  790. 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  791. 2- your glitch Pokémon is wrong. Try to generate the glitch Pokémon egg again
  792. 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
  793. 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
  794.  
  795. (Step 1 Japanese Emerald problem)
  796. -Q: after executing the code I get a Bad Egg in box 9 slot 27
  797. -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
  798. 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  799. 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
  800.  
  801. (Step 1 Japanese Emerald problem)
  802. -Q: after executing the code I get no noticeable effect/something not related to box 9 slot 27
  803. -A: you most likely typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  804.  
  805. (Step 2 non-Japanese Emerald problem)
  806. -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)
  807. -A: there may be three reasons why this is happening, I'll list them in order of likelihood:
  808. 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
  809. 2- you're using a wrong language version of the code. Check if you're looking at the code version you need
  810. 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
  811.  
  812. (Step 2 Japanese Emerald 0x085F problem)
  813. -Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon animation in the summary screen starts
  814. -A: there may be three reasons why this is happening, I'll list them in order of likelihood:
  815. 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  816. 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
  817. 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
  818.  
  819. (Step 2 Japanese Emerald 0x0615 problem)
  820. -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)
  821. -A: there may be three reasons why this is happening, I'll list them in order of likelihood:
  822. 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  823. 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
  824. 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
  825.  
  826. (Step 2)
  827. -Q: after executing the code I don't get what is described in the notes
  828. -A: you most likely typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  829.  
  830. (Step 3)
  831. -Q: when I try to hatch the Crobat egg my game crashes
  832. -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
  833.  
  834. (Step 3)
  835. -Q: when I try to hatch the Crobat egg I get a different Pokémon (regular or double question, not Decamark)
  836. -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
  837.  
  838. (Step 3)
  839. -Q: when I try to hatch the Crobat egg I get a Decamark from it
  840. -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
  841.  
  842. (Step 3)
  843. -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
  844. -A: there may be two reasons why this is happening, I'll list them in order of likelihood:
  845. 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
  846. 2- you forgot to turn battle animations on
  847.  
  848. (Step 3)
  849. -Q: when I try to execute a code for RS ACE the game crashes before using the glitch move
  850. -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
  851.  
  852. (Step 3)
  853. -Q: immediately after I use the glitch move trying to execute a code for RS ACE my game crashes
  854. -A: there may be five reasons why this is happening, I'll list them in order of likelihood:
  855. 1- you typed your box names wrong. Try to rewrite box names or at least check for visible mistakes
  856. 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
  857. 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
  858. 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
  859. 5- you placed the bootstrap in the wrong slot. Simply check if that's the case
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