Custom map script (Generation I, arbitrary code execution)

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Caution: Flashing colors are in this video.

This is another form of Generation I arbitrary code execution different to 'ws m' or '8F' arbitrary code execution. I think it hasn't been documented before, but gia257 previously made the map script pointer somewhere in the ROM (not memory/RAM), so that he could activate the hall of fame script in Red's room. http://freetexthost.com/bsy42cst51.

With a custom map script, you can execute code from the memory. The code stops when you enter the start menu, but starts running again when you close it.

Something special about this form of ACE is that the code is repeated, so you can lock a memory address at something that would normally change, or repeat a custom routine.

In my video, I do exactly that to show what this trick can do:

I decided to make Red infinitely jump about and spin (D735=FF), and make the music and palette be random every iteration of the code (the music change was through a call and I used D-sum address FFD3 for the randomness for both the music and palette).

Requirements:

Note: You may want to use the Cable Club escape glitch to encounter 6 of another player's special Missingno. for the high item quantities. You may be able to repeat the battle again with 'Lg -' (hex:6E) so you can duplicate 7 items (or more) for the first iteration of the Cable Club escape glitch, but I haven't confirmed if it works.

1) A fossil, or to have not given the Saffron City guard a drink.
2) An item x255. Possible through item duplication with e.g. fossil Missingno. that doesn't freeze the game on Yellow, either twice (get 129 items, toss 2, repeat) or by having an X item in the sixth position then using it twice in battle to reduce its quantity to 127, then capturing Missingno without changing the position of the X item.
3) A Dire Hit x213 (do the procedure above but toss 42 of them). This will make the map script location D53A; stored PC item 1. You can change the item/quantity if you want if you want to make your own code.
5) For the effects in this video, the following PC items from item 1. This is the custom code:

Awakening x32
TM40 x 211
TM05 x 17
Water Stone x4
Lemonade x255
TM34 x53
TM15 x250
TM11 x255
TM34 x92
TM11 x201

Code: 0e 20 f0 d3 cd 11 22 04 3e ff ea 35 d7 fa d3 ff ea 5c d3 c9

ld c,20 ; sound bank=20
ld a,(ff00+D3) ;random sound/music from D-sum byte 1
call 2211 ;change music
inc b ;junk code
ld a,FF
ld (D735),a ;D735=FF; jump/spin
ld a,(FFD3)
ld (D35C),a ;random palette from D-sum byte 1

Note: The quantity of the Awakening changes the music bank. This one is the one with the unused track. You can also choose 2 (main), 8 (battle) or 31 (caves, bicycle, etc.) which have more songs and less sprite side effects.

Steps:
1) Put your Master Ball x255 in the second position and perform the item stack duplication glitch (toss items above it) until you have no selectable items.
2) Perform the number of items underflow glitch https://www.youtube.com/watch?v=w4Yr2Nz4rFU
3) Press select on your Dire Hit x213, and put it in the 41st position. In the entrance to the Cinnabar Pokémon Lab, this will be a '?????'.
4) Enjoy the effects. They will stay after saving and resetting, but not if you exit and re-enter the map.

Edit: Important note. Apparently you can't have two stacks of glitched item quantities in the PC. Oops. But you can do this with item pack items (get a glitched quantity, deposit one, withdraw it to get two stacks instead of one). You'll just need to make the game jump to, maybe, item 5 (D325), so that's Iron x 211 you need to place in item 41 instead of the Dire Hit x213. Place the same item set up starting from item 5.




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Tags:
Pokémon
Red
Blue
Yellow
arbitrary code
ACE
glitch
bug



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