The custom sprite WRAM exploit with Select glitch (Red/Green/(Blue?) Japan)
Notes: Basically, we can insert our own sprites into the game in Red/Green too. This exploit is for front sprites, and we can use "sprite import tools for RBY.zip" (hosted here https://sites.google.com/site/torchickens2/glitching-tools ) to convert a PNG into a 2bpp and then a pic (in Generation I's format for the memory).
This particular exploit involves memory address D01A; the enemy Trainer's front sprite pointer (endianness: yy xx) in battle. It also requires the expanded inventory, or maybe you can use PC items.
As usual, D01A doesn't have to be in ROM and can be in RAM/WRAM. So we either use an external tool or lots of writing with arbitrary code execution to a structure for the pic in a hex editor, byte by byte. Our choice here is D9D0 (glitch move TM08/TM17), D0 was chosen as it's one of the values that isn't a Super Glitch move, which can corrupt the memory and freeze the game (avoiding that while keeping the Super Glitch move is trickier and I wanted to avoid using arbitrary code execution to negate Super Glitch). A structure of moves in battle starts at D004 and D01A is shortly after the buffer.
Using the Select glitch with cursor at item 24 and item 25, we can make D01A, D0 and item 25, D9 in that order using the TM08 and TM17 in that order. (highlight with Select, exit out, enter moves menu, press Select on desired move).
Assuming this works on v1.1 and Japanese Blue (v1.0 was used), you may have to highlight Select on them outside of battle first; then enter battle without opening the Pokémon menu again, since the convenience of being able to do it solely from battle is only in v1.0.
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