krazyd4n - 09/14/2016 so enemymonunmodifiedspecial is 1604 bytes after the start of overworld map(edited) good news, you can set the t-fly poke byte without crashing the game luck i b&phlosion - 09/14/2016 wtf are you trying to do krazyd4n - 09/14/2016 looking at ways of setting the t-fly poke luck i b&phlosion - 09/14/2016 lol invalid map width kek krazyd4n - 09/14/2016 pls send help stringflow - 09/14/2016 nice electrode krazyd4n - 09/14/2016 I assume something i did to get myself to that point is against the rules Ab&²mart - 09/14/2016 I don't even know what mon that backsprite is zubat? it's so light stringflow - 09/14/2016 yea gifvex - 09/14/2016 where is route 1 curscript? krazyd4n - 09/14/2016 it doesn't appear to have one all my pokemon are zubats gifvex - 09/14/2016 do you know what causes the crash? krazyd4n - 09/14/2016 the TM29 crash? gifvex - 09/14/2016 on map load krazyd4n - 09/14/2016 probably overwrote MapID or script pointer gifvex - 09/14/2016 i didnt go that far lol krazyd4n - 09/14/2016 i used a TM29 x255 when i crashed gifvex - 09/14/2016 i give up for now krazyd4n - 09/14/2016 you can definitely set t-flies with this gifvex - 09/14/2016 my script tells me which value gets put in unmodifiedspecial given a map, height, and width, but i keep crashing on load for all the ones i've tried krazyd4n - 09/14/2016 lots of them do crash I've had 2/5 crash, 2/5 give no poke, 1/5 give a missingno.(edited) this probably has some use but there's a lot of different combinations of map/height/width not to mention only a small window between corrupting wEnemyMonUnmodifiedSpecial and something that we probably shouldn't corrupt gifvex - 09/14/2016 concept if south connection data is always put at the bottom of overworldmap we edit the south connection block source to target data in rom(edited) set map area big enough to load south connection over unmodifiedspecial krazyd4n - 09/14/2016 does it actually place blocks from the connected maps at the edge of the map I've never seen anything but bushes to the north of route 11 gifvex - 09/14/2016 route 11 doesn't have north connection krazyd4n - 09/14/2016 you can give it one gifvex - 09/14/2016 wait it doesnt put them at the bottom, it puts them at an address defined in the connection WTF we have a data copier in underflow(edited) we can set source address and target address, then S+Q to copy krazyd4n - 09/14/2016 lol this game is so broken gifvex - 09/14/2016 and we can control the size of the copy I CLONED BULBASAUR krazyd4n - 09/14/2016 wut why would we want 2 gifvex - 09/14/2016 idfk but it worked sort of krazyd4n - 09/14/2016 we don't even want the one we get gifvex - 09/14/2016 02 6B D1 97 D1 0F 0F 23 0A BD C8 is my north connection krazyd4n - 09/14/2016 is this even allowed, since it could be used to modify pokedex flags gifvex - 09/14/2016 copied from D16B to D197, 15 bytes * 3 every 15 bytes luck i b&phlosion - 09/14/2016 lol is the destination constant @gifvex gifvex - 09/14/2016 you control it luck i b&phlosion - 09/14/2016 then it's b& gifvex - 09/14/2016 why? luck i b&phlosion - 09/14/2016 arbitrary RAM modification glitches that allow you to write at any address of memory are b& gifvex - 09/14/2016 ah luck i b&phlosion - 09/14/2016 so how does this work piapwns - 09/14/2016 neat. tehhammershow - 09/14/2016 What is the difference between arbitrary code execution and arbitrary RAM modification luck i b&phlosion - 09/14/2016 running code vs hard gameshark as opposed to a soft gameshark well it's semi-hard because the byte written doesn't have to be controllable tehhammershow - 09/14/2016 I shouldnt have come here gifvex - 09/14/2016 map connections are 1 byte destination map 2 bytes pointer to connection blocks 2 bytes pointer to overworldmap address to copy to 1 byte length of strip 1 byte connected map width some other stuff so you set the "pointer to connection blocks" to "pointer to data you want to copy" and "pointer to overworldmap address to copy to" to "pointer to where you want the data to go" krazyd4n - 09/14/2016 that explains roaming TMs luck i b&phlosion - 09/14/2016 it's not a direct copy though gifvex - 09/14/2016 and change the strip length, connected width, and your own width to make the data copy cleanly luck i b&phlosion - 09/14/2016 ah so what do you want to set the strip length and connected width to gifvex - 09/14/2016 and map width (map you're on) would be the above - 6?(edited) luck i b&phlosion - 09/14/2016 set cur map width to 0 for a clean copy huh(edited) gifvex - 09/14/2016 cur map value is irrelevant luck i b&phlosion - 09/14/2016 fixed connected map width and cur map width should be 0 gifvex - 09/14/2016 and strip length would be data length luck i b&phlosion - 09/14/2016 that could lead to an overflow though gifvex - 09/14/2016 where? luck i b&phlosion - 09/14/2016 wOverworldMap because 0 = 256 oh wait don't set to 0 krazyd4n - 09/14/2016 just have height be a low value then luck i b&phlosion - 09/14/2016 or wait gifvex - 09/14/2016 strip length X, connected width 0, curmap width 250 luck i b&phlosion - 09/14/2016 set ConnectionStripWidth to the same value as ConnectedMapWidth(edited) the same with wCurMapWidth gifvex - 09/14/2016 do what i said http://i.imgur.com/VgUQ5cE.png piapwns - 09/14/2016 neat. luck i b&phlosion - 09/14/2016 see your widths are the same wait wCurMapWidth - 6 gifvex - 09/14/2016 the parameters i posted are correct for clean copy luck i b&phlosion - 09/14/2016 ok gifvex - 09/14/2016 you have to remember it does it 3 times and offsets each by their widths luck i b&phlosion - 09/14/2016 ok so you can achieve w/o s+q by setting bit 7 of wCurMapTileset and using 10F(edited) bit 7 of wCurMapTileset is some sort of flag to not completely load the map data gifvex - 09/14/2016 [AABB] = pointer to source data [CCDD] = pointer to target [EE] = number of bytes to copy memory $D369 = $F0 (EDITOR NOTE: THIS SHOULD ACTUALLY BE $FA) $D371 = non-$FF $D372 = [BB] $D373 = [AA] $D374 = [DD] $D375 = [CC] $D376 = [EE] $D377 = $00 then S+Q or do whatever lucky said to perform copy luck i b&phlosion - 09/14/2016 this is still b& for 151 anyway 10F jumps here: https://github.com/pret/pokered/blob/master/home/overworld.asm#L601 GitHub pret/pokered pokered - disassembly of Pokémon Red/Blue krazyd4n - 09/14/2016 so anytime i save and quit after modifying some of those bytes that's ARM and b&?(edited) unless [EE] is set to 0 i guess luck i b&phlosion - 09/14/2016 if you modify AA or BB krazyd4n - 09/14/2016 then (probably) every 151 run done in the last few months is invalid luck i b&phlosion - 09/14/2016 lel this is why 151 is misc what a meme though, we had a hard gameshark in item underflow and we didn't even realize it piapwns - 09/14/2016 so could we use this copy for RBA to set all gym's to just insta give badge? Kappa luck i b&phlosion - 09/14/2016 RBA still uses the "lucky glitched category global rules" or w/e krazyd4n - 09/14/2016 IVG is b& luck i b&phlosion - 09/14/2016 no ACE, ARM, AJPM, ASM piapwns - 09/14/2016 FeelsBadMan gifvex - 09/14/2016 it was being discussed here but moved to glitched for some reason luck i b&phlosion - 09/14/2016 @Dabomstew @gifvex on a side note, what do you think of exploring the potential of invalid map data pointers + s+q gifvex - 09/14/2016 is map data reloaded during s+q? krazyd4n - 09/14/2016 Changing map data pointer then s+q messes up the map luck i b&phlosion - 09/14/2016 yeah you can control the source this way so if you change the source to wram... gifvex - 09/14/2016 pokered says wMapDataPtr is the tile map pointer luck i b&phlosion - 09/14/2016 yes well it's block data gifvex - 09/14/2016 oh i knew it as block pointer luck i b&phlosion - 09/14/2016 but yes you could potentially chain LGs this way gifvex - 09/14/2016 yes luck i b&phlosion - 09/14/2016 did I break 151 again krazyd4n - 09/14/2016 Not really luck i b&phlosion - 09/14/2016 see what we need is a rule that says "no directly modifying pointers to point to wram" krazyd4n - 09/14/2016 We have similar stuff to what you're suggesting already luck i b&phlosion - 09/14/2016 lel like what krazyd4n - 09/14/2016 Watch the forest segment of a recent run luck i b&phlosion - 09/14/2016 lol this is basically like changing the TLP to wram except you don't touch the TLP so I guess it would be b& Dabomstew - 09/14/2016 lol gifvex - 09/14/2016 but changing tlp is allowed, just not to wram luck i b&phlosion - 09/14/2016 that wasn't explicitly a thing just ban changing directly changing pointers to wram gifvex - 09/14/2016 thats probably simplest krazyd4n - 09/14/2016 Except the parts they're supposed to point to gifvex - 09/14/2016 1) for connection copier, can we change source to be somewhere else in rom, and dest to be somewhere else in overworldmap? 2) for mapdata, can we change to be somewhere else in rom?(edited) how would that be different to changing tlp to somewhere in rom? krazyd4n - 09/14/2016 Also, what is/isn't allowed with wOverworldMap overflow? luck i b&phlosion - 09/14/2016 idk gifvex - 09/14/2016 i don't want to think about 151's ruleset anymore so here's a manip idea if vertical steps and horizontal steps delay random by differing numbers of cycles, if you need to take 5 steps up and 5 steps left, will the RNG state at the end of the 10 steps always be the same, regardless of which order you take the steps in?