rlm@240
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1 ******** Game Sequence
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2
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3 start game
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4
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5 name rival "L<PK>U<PK><PK><any-character>"
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6 (0x8B 0xE1 0x94 0xE1 in character codes)
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7
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8 get pikachu, fight rival, deliver oak's parcel, go back to
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9 viridian poke mart.
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10
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11 Perform save corruption.
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12
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13 switch 6th pokemon with 9th to set current-items to 0xFF
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14
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15 Sell 254 cancel-buttons to get a bunch of money.
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16
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17 buy a pokeball to repair item-list
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18
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19 buy 1 potion, 1 antidote, 1 parlyz heal, 2 pokeballs, and
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20 96 burn heals
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21
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22 95 burn heals spells out the address that will safely return
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23 control to the pokemon kernel.
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24
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25 switch 5th pokemon with 9th to set current-items to 0xFF,
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26 corrupting the item-list again.
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27
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28 Deposit things from your item list to get the following
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29 pattern in the item computer. You can do this with what is
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30 in your item list because of the previous setup.
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31
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32 [repeat the following 25 times]
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33 0xFF
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34 0x01
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35 [end repeat]
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36
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rlm@301
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37 ;; Second part of program to swap item ID and quantity at
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38 ;; fixed address.
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39
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40 0x00 ;; this starts at address 0xD56C
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41 0x2A ;; save (HL)=(target) to A, increment HL
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42
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43 0x00
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44 0x47 ;; save A to B
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45
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46 0x00
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47 0x3A ;; save (target+1) to A, decrement HL
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48
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49 0x00
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50 0x22 ;; save A to target, increment HL [(target+1) -> target]
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51
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52 0x00
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53 0x70 ;; load B into target+1 [(target) -> target+1]
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54
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55 0x00
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56 0xC3 ;; first part of absolute jump
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57
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58 burn-heal (0x0C)
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59 x 95 (0x5F) -- address of Route 3 memory-function
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60
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61 [repeat the following 8 times]
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62 0xFF
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63 0x01
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64 [end repeat]
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65
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66 0x00 ;; this starts at address 0xD58A
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67 0x21 ;; load target into HL
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68
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69 third rival's name character (U == 0x94)
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70 x D5 -- target item address
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71
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72 0x00
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73 0x18 ;; jump relative
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74
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75 fifth rival's name character (PK) (TM25) (0xE1 == -31)
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76 x any
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77
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78 0xFF
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79 0x01
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80
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81 target-item type (at 0xD594)
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82 target-item quantity (at 0xD595)
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83
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84
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85
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86 Drop enough from rival's first character/ third character
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87 as an item so that it is [_ 0xD5] instead of [_ 0xE1].
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88
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89 shift rival's name's first two characters into
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90 mem-function-address.
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91
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92 now close the menu and continue item manipulations using the
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93 newly constructed program. Starting and then canceling the
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94 start menu activates the program.
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95
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96 ********** END Game Sequence
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97
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98
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99
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100
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101
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102
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103 ************ Misc Notes.
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104
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105 valid start addresses for the initial bootstrap program are
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106 the following:
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107
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108 0xD31D - 0xD41B
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109 --OR--
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110 0xD53A - 0XD59C
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111
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112
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113
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114 valid character-items:
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115
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116 0x7F " " ;space [x]
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117 0x80 "A" ; [x]
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118 0x81 "B" ; [x]
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119 0x82 "C" ; [x]
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120 0x83 "D" ; [x]
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121 0x84 "E" ; [x]
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122 0x85 "F" ; [x]
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123 0x86 "G" ; [x]
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124 0x87 "H" ; [x]
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125 0x88 "I" ; [x]
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126 0x89 "J" ; [x]
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127 0x8A "K" ; [x]
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128 0x8B "L" ; [good]
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129 0x8C "M" ; [x]
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130 0x8D "N" ; [x]
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131 --- last valid character for program start
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132 0x8E "O" ; [x]
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133 0x8F "P" ; [x]
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134 0x90 "Q" ; [x]
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135 0x91 "R" ; [x]
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136 0x92 "S" ; [x]
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137 0x93 "T" ; [good]
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138 0x94 "U" ; [good]
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139 0x95 "V" ; [good]
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140 0x96 "W" ; [x]
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141 0x97 "X" ; [x]
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142 0x98 "Y" ; [key]
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143 0x99 "Z" ; [x]
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144 0x9A "(" ; [key]
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145 0x9B ")" ; [x]
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146 0x9C ":" ; [x]
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147 --- last valid character for target
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148
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149
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150
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151 ;;; character canadates for jump-relative backwards
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152
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153 0xE1 "PK" ; [TM25]
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154 0xE2 "MN" ; [TM26]
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155 0xE6 "?" ; [TM30]
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156 0xE7 "!" ; [TM31]
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157 0xE8 "." ; [TM32]
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