Use 8F and ws m as a sound test! (Generation I)

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Have you ever wanted to play any Generation I Pokémon music anywhere on your Game Boy? Now you can, even though Youtube sort of obsoletes it if you have access to a computer.

This code makes the game play a song, melody or sound effect based on the quantity of item 3 (song/sound effect ID) and the quantity of item 4 (sound bank). The mechanics are based on the 'play music' function used in various places like for using the Poké Flute.

With invalid values; in particular invalid banks, you can also make glitch songs, but many freeze the game. In Yellow, you can play exclusive tracks with this code including the Yellow unused song, Pikachu's Beach, Jessie & James theme and printer error. I'm not sure if you can play the incomplete unused song, though.

Another thing that this code does is 'reset' the quantities of items 3 and 4 to 0 if you use "8F" or "ws m" outside of battle, meaning you don't have to duplicate the items again if the quantities fall below a certain tune or bank's ID.

A quantity of 0 is technically a quantity of 256. By tossing the items (or not tossing at all, but it won't give you a valid song and gave me a glitch trade screen in Red) you can access every tune/SE from this function.

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Note - I've adjusted the codes. Relying on what registers happen to initially be is not cool, because I don't know if they can vary here after the jump. You might want to use my updated codes, below; they make it so that item 3 and 4 are guaranteed to have quantities of 0, even in battle.
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How to use:

1) Set the bank (item 4 quantity) to 02, 08, 31 or 32 (32 is for Yellow only) by duplicating/tossing item 4 (to do this at first you'll need to encounter, ideally, a fossil/ghost Missingno. Special 182-184 with the Ditto trick). You can set it to another value for glitch music if you're feeling brave, but there may be few good values.
2) Refer to this list http://pastebin.com/1epAd2aT and pick a tune ID (hexadecimal value after $) for item 3 quantity. You will have to convert the hexadecimal to decimal. You can do that with Windows Calculator on scientific mode if you are on 'hex' mode and then click 'dec'.
3) When items 3 and 4 have the right quantity, use 8F or ws m with a working bootstrap code that goes to item 3.

Requirements:

Red/Blue:
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1) The glitch item 8F (hex:5D), which executes code from D163 (party Pokémon). You can get it with a double distort CoolTrainer with x (multiplication sign) if the fourth item is a Good Rod. https://www.youtube.com/watch?v=aqy9QSbn1to

You can also get it with TheZZAZZGlitch's "obtain any glitch item easily trick". https://www.youtube.com/watch?v=98_azamLeh4

Instead of 8F, you can use the lesser known "-g m" (hex:6A), but I don't know if the 'd' register (controlling the quantities of items 3 and 4 after the tune plays) would be the same. You will need a different bootstrap code and data from DA47 to be harmless up to DA7F. More information here. http://forums.glitchcity.info/index.php/topic,6638.msg196498.html#msg196498

2) A bootstrap code to an inventory item.

Example: Party Pokémon in order -:

Pidgey with 233 HP
Parasect
Onix
Tentacool
Kangaskhan
(No Pokémon)

This makes the code start from item 3.

3) The code:

Lemonade x(tune ID)
Awakening x(bank ID)
TM05 x161
HP Up x62
Ultra Ball x61
Soda Pop x5
TM34 x35
TM11 x4
Poké Ball x234
Iron x211
TM01 x(anything)

3e (add tune ID here) 0e (add bank ID here) cd a1 23 3e 02 3d 3d 05 ea 23 d3 04 04 ea 25 d3 c9

ld a, xx - tune
ld c, yy - bank
call 23A1 - play music
ld a, 02 - a=02
dec a - a=01
dec a - a=00
dec b
ld (D323),a - item 3 quantity =a (00)
inc b
inc b
ld (D325),a - item 4 quantity =a (00)
ret

Yellow:
--------------

1) The glitch item ws m (hex:63) which executes code from DA7F. You can get it by encountering pPkMnp' ' with the Ditto trick (Special 194) when the fifth item is an X Speed. You can also use TheZZAZZGlitch's "obtain any glitch item" trick. https://www.youtube.com/watch?v=98_azamLeh4
2) A working bootstrap code to the inventory items. Example: http://forums.glitchcity.info/index.php/topic,6638.msg194861.html#msg194861

3) The code:

Lemonade x(tune ID)
Awakening x(bank ID)
TM05 x17
Water Stone x62
Ultra Ball x61
Soda Pop x5
TM34 x34
TM11 x4
Poké Ball x234
Protein x211
TM01 x(anything)

3e (add tune ID here) 0e (add bank ID here) cd 11 22 3e 02 3d 3d 05 ea 22 d3 04 04 ea 24 d3 c9

ld a, xx - tune
ld a, yy - bank
call 2211 - play music
ld a, 02 - a=02
dec a - a=01
dec a - a=00
dec b
ld (D322),a - item 3 quantity=0
inc b
inc b
ld (D324),a - item 4 quantity=0
ret




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Tags:
Pokémon
Red
Blue
Yellow
glitch
bug
8F
music
tune
sound
BGM
ws m