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- ON THE TOPIC OF GEN ONE ITEM DUPLICATION
- or
- WHY ACE REALLY BLOWS SHIT UP (and makes your life much more convenient)
- You can get 0 of an item. It may sound stupid, but it's actually *the best*.
- You know how the bag is arranged in entries ? Like, "Poké Ball x42". The entry is basically one byte telling "these are Poké Balls", and another one telling "there are 42 of these".
- You see, the game is programmed so that when you give, use or toss items and you wind up with 0, the entry is removed from the bag.
- So normally there's no entry with a quantity of zero. But you *can* make that happen with ACE.
- So the game never expects you to do that. How does it react, then ? It might sound weird, but even though you have 0 of that item, for most purposes it's as if you had 256.
- Why that is, is both simple and complicated. First, let's see how the game handles removing items from your inventory.
- 1. Decrease the quantity of the entry by the number to be removed.
- 2. If the result is exactly zero, then delete the entry.
- Furthermore, the game doesn't "auto-clear" x0 entries from the bag. They are only cleared if (and only if, mind you) items get removed from your inventory. Because you'd never supposed to get a x0 entry otherwise, huh ?
- So, consider a x0 entry. If you toss 0 items, then (0 - 0) = 0 == 0 thus the entry is cleared.
- If you toss 1 item, then (0 - 1) = 255 != 0 so the entry isn't clea-- WAIT HOW DO I HAVE 255 ??
- That's the complicated part. Computers are limited machines (that's why you have 4GB or 8GB of RAM, and that makes a difference). So computers can't store infinitely large numbers. There are boundaries.
- What happens if you cross either of these boundaries ? You *wrap back* to the other one. For reasons I won't explain because I'm not typing up a programming course, the boundaries for an item quantity are 0 and 255.
- That's why 255 + 1 = 0. You can also reverse the equation and 0 - 1 = 255. Which is why tossing 1 out of your stack of 0 gives 255.
- Protip : try using SELECT to merge an entry of 255 items and another entry of 1 of the same item. Do the math to figure out why it's logical.
- So, why is getting 0 of an item *the best* ? Easy : since tossing any non-zero amount is equivalent to tossing that amount from 256, you essentially have 256 items (and that's an absolute max) but only if you start tossing.
- You really have 0 of that item, though.
- Ok, how to get 0 of an item. Easy.
- Item Qty
- ws m
- Item to get 0 of * 1
- Poké Ball * 43
- Revive *201
- The good thing about this is that you can obtain an entry with *any quantity* extremely easily with this. Let's say you want a stack of 201 items, starting from four of them (because why not).
- With Missingno :
- 1. Toss 3 (you have 1)
- 2. Encounter/capture Missingno (you have 129)
- 3. Toss 56 (you have 73)
- 4. Encounter/capture Missingno (you have 201)
- This involves a fair bit of menuing, and also setting up a Missingno encounter at least once. It will be twice WAY more often, tho.
- With a x0 stack :
- 1. Toss 3 (you have 1)
- 2. Use the setup (you have 0, "kinda" 256)
- 3. Toss 55 (you have 201)
- This still involves pressing UP fifty-six times, but you don't have to ever leave the item screen, and you can repeat very easily. Plus it forgives mistakes very easily.
- Our next talk will cover how to automate pizza cooking and coffee brewing using ws m, including a full HTCPCP on Pokémon Red (with a custom Moomoo Milk addition to the protocol).
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