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All bag items conflict


kalifa

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Misty the gim leader would not appear because the team rocket grount event can not occur...

i ust the action replay code to get all items in the game and therefore i obtained the machine part...

when i entered the power plant the fat guy, the manager, just took the machine part and thank me for it by giving me the TM... now because of that the police guy at the entrance never reports the team rocket grunt was seen near cerulean and i never get to catch him... and that is what afects the whole misty event.

can someone come out with a code to delete all the items in my bags or a code to delete the machine part? please help!

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Here you go!

Delete All Key Items: Press Select

94000130 FFFB0000

B2111880 00000000

E00008E8 00000000

D2000000 00000000

How is this code supposed to delete all items ?

The code means "write the next 0 byte at address [0x000008E8 + offset]", which makes no sense.

It simply does nothing.

Try this code instead:

Remove all key items (Select):

94000130 FFFB0000

B2111880 00000000

C0000000 00000031

000008E8 00000000

DC000000 00000004

D2000000 00000000

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@ M@T:

Sorry I had made a typo, I meant to write it as the following.

Delete All Key Items: Press Select

94000130 FFFB0000

B2111880 00000000

E00008E8 000000E8

D2000000 00000000

After an "E" code type, you must put the exact number of bytes you set (which is 0xE8 = 232 here).

You can't say "zeros are useless", they are not.

Here, the only bytes you put are 0xD2 0x00 0x00 0x00 0x00 0x00 0x00 0x00.

So you must either put 232 0x00's or make a loop, as I did in my code.

Your code fixed is:

94000130 FFFB0000

B2111880 00000000

E00008E8 000000E8

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

00000000 00000000

D2000000 00000000

Using a loop is far more interesting here.

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True, but if you wanted to make your loop code shorter, all you have to do is either remove all the zeros like this:

94000130 FFFB0000

B2111880 00000000

E00008E8 000000E8

D2000000 00000000

or remove all the zero and leave only one row of line of zeros like this:

94000130 FFFB0000

B2111880 00000000

E00008E8 000000E8

00000000 00000000

D2000000 00000000

Either way it will result in the same manner of Deleting/Removing All Key Items, but may have different values.

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Both codes you wrote are truncated, an "E" code type MUST have the right number of bytes after it, which is 0xE8 here.

It works because you overwrite only the first items with null bytes, which makes the game believe there is nothing after.

But, the AR will take the 0xE8 bytes following the "E" line as the data to write to the RAM, so it will take the "D2" line, and it won't act as a code-terminator.

You could read a guide that explains AR code types, you seem not to know them all, as if your knowledge was only based on deductions about already existing codes.

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Yes, my knowledge is not what everyone expects. I am only an amuteur on AR codes. I can only say that I am an AR Researcher which means I research or search for AR codes and convert them or deduct them, but when it comes to creating them by scratch, I will likely mess up.

The only reason why I can't fully understand AR codes is because I don't fully understand Hex Values such as the 44h, 45h, 46h, 47h, 85h, 86h, 87h, 89h, 90h, and 91h Values. Yes, I recently saw somewhere on google by searching for Hex Values that their are more then 86h Values. I don't quite know what these new Values do, but if I were to guess, I would say that these new Values are really important.

I have no idea if these new Values are even real, so if I made an error, I am sorry for that.

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The only reason why I can't fully understand AR codes is because I don't fully understand Hex Values such as the 44h, 45h, 46h, 47h, 85h, 86h, 87h, 89h, 90h, and 91h Values. Yes, I recently saw somewhere on google by searching for Hex Values that their are more then 86h Values. I don't quite know what these new Values do, but if I were to guess, I would say that these new Values are really important.

These values are useless for AR code making, unless you want to work with raw Pokémon data.

It is only used in programs such as Pokesav, PokeGen, etc., because it refers to offsets at which data are located in .PKM's.

It has nothing to do with AR codes and RAM.

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