Alert icon
We're changing our privacy policy. This stuff matters.  Learn more  Dismiss

Pokemon Yellow: The Ultimate Memory Hack

Loading...

Sign in or sign up now!
Alert icon
Upgrade to the latest Flash Player for improved playback performance. Upgrade now or more info.
584 views
Loading...
Alert icon
Sign in or sign up now!
Alert icon

Uploaded by on Aug 23, 2010

Memory hack details:

Address: 1E68
Value(s): 84 99 39 78 47 9A

Assembly:
1E68 84 ADD A,H
1E69 99 SBC A,C
1E6A 39 ADD HL,SP
1E6B 78 LD A,B
1E6C 47 LD B,A
1E6D 9A SBC A,D
---
1E6E RET -
...

Category:

People & Blogs

Tags:

License:

Standard YouTube License

  • likes, 0 dislikes

Link to this comment:

Share to:
see all

All Comments (5)

Sign In or Sign Up now to post a comment!
  • What the hell?!?!?!

  • Hmm, looks like it just reduces the number of tiles decompressed, leaving old junk in memory. Notice the name screen... loads some of the font and then stops.

  • @PTMarc33 Yes, I should have said tileset data, not sprite data that's just me drifting off, lol.

  • @ChickasaurusGL I think this is because the game loads the wrong tileset. The "out-of-battle tileset"

  • Interesting results to say the least. One of the 8-bit values has been changed such that In battle and the nickname interface the game is decompressing and re-compressing its sprite data from the main map interface rather than elsewhere.

    In particular, the opponent sprite is changed to that very similar to the ????? phenomenon in G/S/C, I've already seen this before however, when setting address D056 to 0x00 and using a Pokéball out of battle.

Loading...

Alert icon
0 / 00Unsaved Playlist Return to active list
    1. Your queue is empty. Add videos to your queue using this button:
      or sign in to load a different list.
    Loading...Loading...Saving...
    • Clear all videos from this list
    • Learn more