

Works, but then dumps you back into whatever state you were in before calling. Pokemon and item data is loaded correctly however the tileset for the map is not changed if the save was in a different map.ĥ5: Enter Hall of Fame, then credits.

Replaces text tiles 2, 3, 4, and 5 with "Trainer spotted you!" bubble.ĥ2: Goes to a white screen and forcibly loads the save file, gives "file data is destroyed!" message if one does not exist. Any NPCs onscreen will show on-screen during intro.ģB: All tiles and sound filled with garbage.Ĥ9: Heals opponent in battle, outside of battle HUD replaced with textĤC: Displays Emotion Bubble. Returns to the overworld when finished, but does not reload graphics. (Curious.)ĢE: Draws the 8 badges on the Trainer menu for 5 frames (uses the tileset of the loaded map)ģ1: Small amounts of tile corruption, text to be specific.ģ2: Plays the Intro. Effect is cosmetic.Ġ7: Instant Pokemon Center (no animation, but HP and PP refilled and status restored to normal)ĠF: Initialises Player Data (Party, items, badges only)ġB: First PKMN learns move named, but doesn't actually workġF: Poison screen flash, no sound effect or health decreaseĢ0: Disables Up and Down button input, menus included. In at least the latest revision, one must use the debug item, select "Miscellaneous", scroll down to "Predef ", adjust the value with right (ID +01h) and/or left (ID+10h) and press A to run the predefined function.Ġ0: Shows in-battle HUD for exactly 5 framesĠ4: Writes random garbage to tile graphics.
Amphenal atc4 8p code#
Predefined functions can be executed with TheZZAZZGlitch's debug Pokémon Yellow by using the "Debug" item (known as "31337" in earlier ROMs), which can be withdrawn from the player's PC at the beginning of the game or added as item 1 with the GameShark code 012C1DD3. Some values that are stated "Nonfunctional" and "Softlock" may do something when certain conditions are met.Įxecuting predefined functions Hacked ROM This is a list of Pokémon Yellow predefined functions.
