

This bootstrap will jump into the mail buffer, which has enough space for the first payload. I pretend to toss 233 items, and put TM22 into the 37th slot create the bootstrap. well, post-initial submission I realized from this video I have another mostly controllable byte: wCurItemQuantity (and this label is a lie, it's just the position the item is in the pocket). This points to wCurItem, which slides down to two fully controllable bytes, wItemQuantit圜hangeBuffer and wItemQuantityBuffer. TM22 is used specifically because of its pointer, $d106. This is typically not used in speedruns, as 0x1500 ACE is faster most of the time, but with the corrupted item pack and the game conveniently giving us TM22, this is faster. So, what happens if you use a TM/HM in a pocket that allows the player to use items? The game goes past the valid pointers and interprets some asm instructions as pointers, some allowing for ACE. As a note, the game allows the player to store TMs/HMs in the PC, meaning all TMs/HMs have item IDs to be compatible with the PC. See also: Recall that the TM/HM pocket's structure is different than the Main Items/Balls/PC. In this movie, PP Ups are tossed to specifically create Music Mail, for the purpose of the first payload.

Up/Right) cannot be pressed on the same frame. The same directional cannot be pressed twice in a row. Toss counts will wrap around accordingly. Left/Right decrease/increase the toss count by 10, Up/Down increase/decrease the toss count by 1, all respectively. Well, actually that's what the initial submission did, the Balls Pocket happens to be misaligned relative to the Main Items Pocket, making quantities Item IDs and Item IDs quantities. Item creation simply abuses these structural differences, now that with item underflow we effectively have x255 items in the Main Items pocket, we can swap a main item into the Key Items Pocket (remember, the Key Items Pocket is right below the Main Items Pocket), with the quantity of that main item becoming an item in the Key Items Pocket now. However, if say an item that does use a quantity ends up in the Key Items pocket, then it will take the item ID of the next item as its quantity. The Key Items pocket, however, is different, forgoing the quantity byte, as Key Items don't have quantities.
Pokemon crystal clear map Pc#
The Main Items, Balls, and PC share the same structure, the first byte is the item ID, and the second byte is the quantity. Which TM is simply assumed based on where the byte is. The TM/HMs pocket allocates a byte for each TM/HM, and the value in that byte determines how much of that TM you have. These pockets are lined up in RAM in that order, but they do not all share the same structure. They are the TM/HMs Pocket, the Main Items Pocket, the Key Items Pocket, the Balls Pocket, and the PC. The player gets 5 pockets for storing items. To understand how this item creation works, you need to understand how Gen 2 structures the pockets used to store items.
