Item 0x6B arbitrary code execution h POKé (0xC3) Hall of Fame entry bootstrap (Pokémon Red/Blue)

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This is yet another glitch item you can set up arbitrary code execution with, though you might still want to use 4F (0x59) or 8F (0x5D). So as sometimes is, this is for documentation that it's an option. This was inspired by a user, but as they removed their post about item 0x6B later I decided not to mention them for privacy.

In Red/Blue only, item 0x6B will run CD35 in RAM. After viewing the Hall of Fame entry of a Level 211 h POKé (acquired with e.g. the Rival LG glitch https://glitchcity.wiki/wiki/Rival_LO... ), C3 18 D3 will align at CD3D, allowing you to run code from D318 (Pokédex flags from seen 113 onward), and then your inventory data number of items (D31D) and items (D31E onward). To be safe, make sure you haven't seen Pokémon 113-152 at all, although this single Mew flag was fine. You can also use another level instead, such as 219 to jump to DB18 (current PC box Pokémon 5 PP of Move 3) and so on.

Note that viewing h POKé's sprite will corrupt the Hall of Fame, so to fix this you might want to include additional code in your items setup. An example is including this as like a footer, Lemonade x0 TM34 x 162 TM13 (x201) to remove the Hall of Fame option. Entering the Hall of Fame again will register the Level 211 h POKé again (but you'll have to make sure it doesn't revert back to Level 100 either by not using it or warping to the Hall of Fame with an expanded inventory item 36 quantity manip (x118)).

Note you may want to put item 0x6B after the end of your items code, so opcode 0x6B (ld l,e) isn't run, but on hinsight ld l,e would be harmless unless your code needs to pressrve the value of l.




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