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Non-Jap FRLG Arbitrary Code Execution

This guide provides detailed instructions for setting up Arbitrary Code Execution (ACE) on Pokémon FireRed/LeafGreen non-Japanese versions using Pokémon Emerald. It outlines the required skills and hardware, as well as a four-step process involving specific code executions to generate a Crobat egg and upgrade the bootstrap. The document includes extensive code lists and conditions for successful execution, emphasizing the importance of following instructions carefully to avoid errors.

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0% found this document useful (0 votes)
253 views12 pages

Non-Jap FRLG Arbitrary Code Execution

This guide provides detailed instructions for setting up Arbitrary Code Execution (ACE) on Pokémon FireRed/LeafGreen non-Japanese versions using Pokémon Emerald. It outlines the required skills and hardware, as well as a four-step process involving specific code executions to generate a Crobat egg and upgrade the bootstrap. The document includes extensive code lists and conditions for successful execution, emphasizing the importance of following instructions carefully to avoid errors.

Uploaded by

raliyat990
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as TXT, PDF, TXT or read online on Scribd
You are on page 1/ 12

This guide will allow you to setup Arbitrary Code Execution on Pokémon FireRed /

LeafGreen non-Japanese version, provided that you can perform some glitches on a
Pokémon Emerald of any language and you have a way to trade Pokémon from said
Emerald to the target game

| Requirements |

In order to correctly follow this procedure there are some mandatory requiremens:
Required skills:
- Knowing how to perform Merrp's ACE, which basically means:
- Knowing how to EV train a Pokémon to get exact amounts
- Knowing how to perform a cloning glitch of any kind
- Being able to perfrom a basic single corruption on a Pokémon
Required hardware:
If you play on console:
- A Pokémon Emerald cartridge of any language. You'll need to perform glitches on
this game
- A Pokémon FireRed or LeafGreen cartridge, non-Japanese version (if you're
instead playing on a Japanese FrLg, you're reading the
wrong guide, go here: )
- Two consoles and something to trade between them. Only one trade is needed thus
the second console and the trading hardware are only
needed for a few minutes: if you need the help of a friend to get this stuff
you'll be able to give them back immediately without
the need of actually borrow the material
If you play on emulator:
- A computer (everything else is just software so you'll be able to get it in any
case). To my knowledge, emulation on different
devices don't allow trading: if I'm wrong, any emulator that allows trading
should be ok

| Overview |

This method can be split in four steps:

Step 1: on Emerald, by performing a single Arbitrary Code Execution, an egg


containing a Crobat with the ACE move will be generated. For information only, said
ACE move is 0X3B8C for all non-Japanese versions of FireRed and 0X2EA6 for all non-
Japanese versions of LeafGreen

Step 2: on Emerald, the partial bootstrap (which is an egg and an Umbreon) will be
generated via ACE. Step 2 is a lot different depending on Emerald language: on
Japanese version you'll need one code, on all non-jap versions you'll need four
codes. If you have the privilege of choosing your Emerald language (this is always
the case for emulator users), chosing Japanse will make your life easier

Step 3: Crobat egg and the partial bootstrap will be traded from Emerald to the
target FrLg game. FrLg will be set up for a primitive form of ACE

Step 4: on FrLg, the partial bootstrap will be upgraded via ACE. FrLg will be set
up for the definitive form of ACE

| Step 1: Get the move |

-Setup your Pokémon Emerald game in order to perform Merrp's ACE


-Leave Box 9 slot 27 empty
-Execute the right code from this list. Choose depending on your target game
(FireRed or LeafGreen, regardless of the language) and on
your Emerald language:

FireRed ACE, English Emerald:

Box names:
Box 1: (8……oGSUn) [two …]
Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5
[one …] on old emulators, D4 on console/new emulators
Box 3: (?"*'Rm ) [righty "; lefty '; ends with two spaces] * = ♀ on
old emulators, ' [righty '] on console/new emulators
Box 4: (EwC…o ) [one …; ends with three spaces]
Box 5: (R…!n*'Rm) [one …; righty '] * = " [righty "]
on old emulators, … [one …] on console/new emulators
Box 6: (8!n8…9n ) [one …; ends with space]
Box 7: (?"*'Rm ) [righty "; lefty '; ends with two spaces] * = " [righty "]
on old emulators, … [one …] on console/new emulators
Box 8: (EmFlo ) [lower case L; ends with three spaces]
Box 9: (yLRom"Ro) [righty "]
Box 10: ( ?"FGEn ) [starts with space; righty "; ends with space]
Box 11: (?" …?q ) [righty "; one space after "; one …; ends with two spaces]
Box 12: (EhT-n ) [ends with three spaces]
Box 13: (YN?nFNRo)
Box 14: ( ?"b ?n ) [starts with space, righty "; one space after b; ends with
space]

_______________________________
LeafGreen ACE, English Emerald:

Box names:
Box 1: (8……oGSUn) [two …]
Box 2: (8…o*°Rm ) [one …; ends with space] *° = …5
[one …] on old emulators, D4 on console/new emulators
Box 3: (?"*'Rm ) [righty "; lefty '; ends with two spaces] * = ♀ on
old emulators, ' [righty '] on console/new emulators
Box 4: (E5……o ) [two …; ends with three spaces]
Box 5: (,C!n*'Rm) [righty '] * = " [righty "]
on old emulators, … [one …] on console/new emulators
Box 6: (8!n8…9n ) [one …; ends with space]
Box 7: (?"*'Rm ) [righty "; lefty '; ends with two spaces] * = " [righty "]
on old emulators, … [one …] on console/new emulators
Box 8: (EmFlo ) [lower case L; ends with three spaces]
Box 9: (yLRom"Ro) [righty "]
Box 10: ( ?"FGEn ) [starts with space; righty "; ends with space]
Box 11: (?" …?q ) [righty "; one space after "; one …; ends with two spaces]
Box 12: (EhT-n ) [ends with three spaces]
Box 13: (YN?nFNRo)
Box 14: ( ?"b ?n ) [starts with space, righty "; one space after b; ends with
space]

___________________________________________________________________________________
____________________________________________________

After the execution there should be a regular egg in box 9 slot 27: if so, keep
that egg in safe (you can move it if you want) and save the game. If you get any
different result (like a Bad egg), the code didn't work: softreset and check for
mistakes in box names before trying again
| Step 2: Get the partial bootstrap
|

Step 2 requires some more code executions. If your Emerald game is any non-Japanese
version you'll need to follow Step 2-C, where 4 executions in a row will be
necessary. If you're instead using a Japanese Emerald, only one code execution is
needed. Depending on the execution method you prefer (0x0615 or 0x085F) you'll need
to follow Step 2-A or Step 2-B. In all cases, the resulting bootstrap will be the
same and will work both on FireRed and LeafGreen (non-Japanese)

| Step 2-C (non-Japanese Emerald only)


|

Execute these four codes in the order you find them. If you're hatching eggs to
trigger executions, make sure you have at least four eggs to hatch before starting.
Use the right version of the codes according to your Emerald language.
Carefully read the notes you find before each code before executing them: ignoring
the notes will most likely waste the whole procedure.
Make sure that box 10 slot 2 and 3 are empty before starting executing the codes
and never put any Pokémon there during the process.

Note: make sure that box 10 slot 2 and 3 are empty. Once you're done writing box
names for "Code 1", make sure not to exit boxes on box 10. I personally suggest to
exit boxes while in box 1. Do not save the game after the execution of "Code 1"

___________________________________________________________________________________
__________________________________________________
|
|
| Code 1
|
|
___________________________________________________________________________________
__________________________________________________|

English version:

Box names:
Box 1: (CCUngGlo) [lower case L]
Box 2: ( sKRn ) [starts with three spaces; ends with space]
Box 3: ( sORn ) [starts with two spaces; upper case o; ends with two spaces]
Box 4: ( sSRn ) [starts with space; ends with three spaces]
Box 5: (8F!qmFlo) [lower case L]
Box 6: ( yLRo ) [starts with three spaces; ends with space]
Box 7: ( m"Ro ) [starts with two spaces; righty "; ends with two spaces]
Box 8: ( FGEn ) [starts with space; ends with three spaces]
Box 9: ( …?q ) [starts with space; one …; ends with four spaces]
Box 10: (E ) [ends with seven spaces]
Box 11: ( hT-n ) [starts with two spaces; ends with two spaces]
Box 12: ( YN?n ) [starts with space; ends with three spaces]
Box 13: (FNRob ?n) [one space after b]
Box 14: (E ) [ends with seven spaces]
___________________________________________________________________________________
____________________________________________________

Note: after executing "Code 1", do not save. Looking at box 10 is now strictly
forbidden. Look at box 14 (again, to reach box 14 you must avoid looking at box
10): in its name you should see something like this: (E Œ), without the brackets.
If you don't, reset and try again "Code 1" checking for mistakes in box names; if
you do, keep going but do not save.
To write box names for "Code 2" you'll only need to change box 1, 5-9 so avoiding
looking at box 10 will not be a problem. I again suggest to exit boxes while on box
1. Do not save the game before nor after executing "Code 2"

___________________________________________________________________________________
__________________________________________________
|
|
| Code 2
|
|
___________________________________________________________________________________
__________________________________________________|

English version:

Box names:
Box 1: (CCUnfGlo) [lower case L]
Box 2: leave as it is
Box 3: leave as it is
Box 4: leave as it is
Box 5: (.F!qKS…o) [one …]
Box 6: ( 0S?n ) [starts with three spaces; zero; ends with space]
Box 7: ( fF?n ) [starts with two spaces; ends with two spaces]
Box 8: ( f…!n ) [starts with space; one …;ends with three spaces]
Box 9: (G…Qn F!q) [one …; one space after n]
Box 10: leave as it is
Box 11: leave as it is
Box 12: leave as it is
Box 13: leave as it is
Box 14: leave as it is
___________________________________________________________________________________
____________________________________________________

Note: after executing "Code 2" do not save. Looking at box 10 is still strictly
forbidden. To write box names for "Code 3" you'll need to change box 1-9, 11-13:
since looking at box 10 is forbidden, even if for a split second, to skip from box
9 to box 11 you're forced to go backawrds. I again suggest to exit boxes while on
box 1. Do not save before executing "Code 3"

___________________________________________________________________________________
__________________________________________________
|
|
| Code 3
|
|
___________________________________________________________________________________
__________________________________________________|
English version:

Box names:
Box 1: (Y3…o/CUn) [one …]
Box 2: ( zRlo ) [starts with three spaces; lower case L; ends with space]
Box 3: ( RTRn ) [starts with two spaces; ends with two spaces]
Box 4: ( tGRn ) [starts with space; ends with three spaces]
Box 5: (F…!nE…Qn) [one …; one …]
Box 6: ( *FQm ) [starts with three spaces; ends with space]
* = D on old emulators, B on console/new emulators
Box 7: ( hT-n ) [starts with two spaces; ends with two spaces]
Box 8: ( YN?n ) [starts with space; ends with three spaces]
Box 9: (FNRoY ?n) [one space after Y]
Box 10: leave as it is; DO NOT LOOK!!
Box 11: ( x6fnt) [starts with two spaces; leave the last slot empty]
Box 12: (fKF…o ) [one …; ends with three spaces]
Box 13: (**wm'FQm) [righty '] ** = …H
[one …] on old emulators, DG on console/new emulators
Box 14: leave as it is
___________________________________________________________________________________
____________________________________________________

Note: after executing "Code 3" looking at box 10 is allowed: in box 10 slot 2 you
should see a regular egg, in slot 3 there should be a shiny Umbreon. Look at their
summaries: the egg should be in a Nest Ball, have Pokérus and the lowest hatching
time. Umbreon should be female, Lv.0, in a Poké Ball, calm nature and obtained in a
trade; its OT should be blank, its TID should be 01285 and its nickname should be
ÈÈÈÈ. If you see anything different, something went wrong: softreset and start from
"Code 1". If you instead see exactly what is described before, you can finally save
the game.
To write box names for "Code 4" you'll need to change box 1-9, 11-13 but this time
you can safely skip from 9 to 11 through 10. After writing box names for "Code 4",
you can and should save before the execution

___________________________________________________________________________________
__________________________________________________
|
|
| Code 4
|
|
___________________________________________________________________________________
__________________________________________________|

English version:

Box names:
Box 1: (BCUnIM…o) [upper case i; one …]
Box 2: ( 4P?n ) [starts with three spaces; ends with space]
Box 3: ( FI?n ) [starts with two spaces; upper case i; ends with two spaces]
Box 4: ( *F!q ) [starts with space; ends with three spaces]
* = L on old emulators, J on console/new emulators
Box 5: (HI…o FRn) [upper case i; one …; one space after o]
Box 6: (R?nF'!n ) [lefty '; ends with space]
Box 7: ( F!q ) [starts with three spaces; ends with two spaces]
Box 8: ( AR…o ) [starts with space; one …; ends with three spaces]
Box 9: (BU?n,FQm)
Box 10: leave as it is
Box 11: ( hT-n ) [starts with two spaces; ends with two spaces]
Box 12: ( YN?n ) [starts with space; ends with three spaces]
Box 13: (FNRob ?n) [one space after b]
Box 14: leave as it is
___________________________________________________________________________________
____________________________________________________

The partial bootstrap is complete. Look at box 10 again. The egg in slot 2 should
be exactly as it was after "Code 3". In slot 3 instead, Umbreon should be
different: it should still be female, Lv.0, in a Poké Ball, calm nature, obtained
in a trade and its TID should be 01285; however, its OT should now be :C and
its nickname should be ÈÈÈÈÂ▯àÂÁ. If you see anything different, something went
wrong: softreset and repeat "Code 4", checking for mistakes. If you instead see
exactly what is described before, you can save the game.
The structure of the partial bootstrap contains some data that is not directly
visible: having all the data described before matching is a really good sign of the
bootstrap being correct, but not a guarantee.
At this point, make a clone of the shiny Umbreon: you'll need two of them in FrLg.
About the egg, while you can move it wherever you want in your PC you should not
put it in your team for now. You're now ready for Step 3

| Step 3: trade and first FrLg setup


|

On Emerald, clone the Crobat egg from Step 1 and the partial bootstrap (the egg and
the two shiny Umbreon) from Step 2: if things goes really wrong during Step 4, you
may need to restart from here. If you need to use the Tower Cloning Glitch to clone
said Pokémon you'll have to put the egg from Step 2 in your party: while the egg is
there make the least possible amount of steps: you don't want change the egg cycle.
Also, if you're playing on a live battery game, make sure not to have the bootstrap
egg in your team at the stroke of midnight: you don't want the Pokérus status to
change. Put one copy of the four Pokémon somewhere in safe.
Prepare everyhing you need to trade between Emerald and FireRed/LeafGreen. Go in
the second floor of a Pokémon Center on Emerald and withdraw a copy of the four
Pokémon from that second floor PC, in order to avoid making too many steps with the
egg in your party. Again, if you're playing on a live battery game, make sure not
to have the bootstrap egg in your team at the stroke of midnight. Trade the four
above-mentioned Pokémon to FireRed/LeafGreen. From now on, you'll not need Emerald
nor the trading hardware anymore (assuming you did everything correctly, of
course).
On FIreRed/LeafGreen enter the second floor PC making the least amount of steps.
Place the partial bootstrap in your boxes: the egg from Step 2 goes in box 13 slot
1, one Umbreon goes in box 13 slot 2, the other Umbreon goes in box 14 slot 28.
Make sure that box 14 slot 25-26-27-29-30 are empty.
Note that Umbreon will look different on FrLg because of the region change: it's
not important, you've already done all the checks at the end of Step 2 so you're
good.
On FireRed/LeafGreen, hatch Crobat: it should have only one glitch move, which is
the ACE move for non-Japanese FireRed or LeafGreen.
Save the game: you're ready for Step 4

| Step 4: definitive bootstrap |


Write box names for this last code. Place your Crobat in your first party slot, go
near tall grass in an early game route in order to find weak opponents. Make sure
you have battle animations on, then save the game: you'll now have to try
performing ACE. The partial bootstrap only provides a 13/32 chance of success (this
will be fixed with the definitive bootstrap).
Enter a wild battle and try using the ACE move: 19/32 of times you'll have a game
freeze or crash. If you hit the 13/32 chance though, the move should cause a stat
boost on FireRed or a rainfall on LeafGreen and will then end the turn. After
successfully using the move, exit the battle in any way (Fluffy Tail, Pokédoll,
run, defeating the enemy, anything is good).
Before going any further, read the notes after the code

___________________________________________________________________________________
__________________________________________________
|
|
| Last Code
|
|
___________________________________________________________________________________
__________________________________________________|

Box names:
Box 1: (-3…o0EUn) [one …; zero]
Box 2: (J…oy Un ) [one …; one space after y; ends with space]
Box 3: ( HQ?n ) [starts with two spaces; ends with two spaces]
Box 4: ( EURn ) [starts with space; ends with three spaces]
Box 5: ( …!n,OQm) [starts with space; one ...; upper case o]
Box 6: ( mFlo ) [starts with three spaces; lower case L; ends with space]
Box 7: ( yLRo ) [starts with two spaces; ends with two spaces]
Box 8: ( mHRo ) [starts with space; ends with three spaces]
Box 9: (xmEn F-q) [one space after n]
Box 10: (lQn♂Rlo ) [lower case L; lower case L; ends with space]
Box 11: ( C8fnt) [starts with two spaces; leave the last slot empty]
Box 12: (fwFRn ) [ends with three spaces]
Box 13: (EOTmETzm) [upper case o]
Box 14: ( …KTm ) [starts with three spaces; one …; ends with one space]
___________________________________________________________________________________
____________________________________________________

At this point, go to box 14: you should see 3 Bad Eggs (slot 25-26-27) and the
shiny Umbreon (slot 28). Umbreon should be exactly like it was before the
execution. The three bad eggs should be signed like this: ● ▲ .If you see this,
save the game, if you see anything different, softreset and check for mistakes in
box names.
Now you have to move the complete bootstrap and the other stuff in the definitive
position:
-The regular egg in box 13 must be deleted: use the group selecion function on it
and it will disappare (do not include Umbreon in the group or it will disappare as
well)
-The Umbreon in box 13 must be placed in box 13 slot 3
-The three Bad Eggs from box 14 must go in box 12 slot 30 and box 13 slot 1 and 2
(do not use group selections to move them around)
-The Umbreon in box 14 must still be in box 14 slot 28
-Box 14 slot 29 and 30 must still be empty
From now on, every time you need to execute a code you must respect those
locations. Unlike the partial bootstrap, the complete bootstrap provides 100%
success rate.
Note that, after any execution, you'll temporarily lose the ability to softreset:
after a hardreset this side effect will be gone.
There is one more thing I have to mention. When executing any code, there will be a
72,22% chance of triggering a glitch background effect which will show a really
strong visual glitch when using the ACE move: do not be afraid of that, it's
perfectly normal and harmless, continue the process normally.
That's pretty much it, if you have any problem feel free to contact me using
Twitter (Sleipnir_17), Reddit (Sleipnir17), Discord (Sleipnir17#2146) or Youtube
(https://www.youtube.com/channel/UCwip3k3SfjMlFMm2_ZTZStg?)

Troubleshooting

If you have problems during the process, this section may help you. If this isn't
enough feel free to contact me using any of the contacts I left above.

(General non-Japanese Emerald problem)


-Q: after executing a code on Emerald all summary sprites are glitched
-A: that's a normal side effect of the 0x0611 hatching technique. After a reset
this issue will solve itself

(General non-Japanese Emerald problem)


-Q: after executing a code on Emerald my money amount changes
-A: that's a normal secondary effect of non-Japanese codes that warp you in front
of a Pokémon Center. However, you have access to ACE, that should not be that big
of a deal

(General non-Japanese Emerald problem)


-Q: after executing a code on Emerald some data of my Trainer Card's back is
corrupted
-A: that's a side effect of the 0x0611 hatching technique that happens about 50% of
times. You should be able to reverse the effect by triggering it again using any
other code (you'll again have a 50/50 shot)

(Step 1 non-Japanese Emerald problem)


-Q: my game crashes/freezes as soon as/immediately after I press A at the hatching
message, before displaying the hatching screen
-A: most likely your egg is wrong, meaning that you gave wrong EVs to the Pokémon
you used to generate it. Try to generate the egg again

(Step 1 non-Japanese Emerald problem)


-Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon
animation starts (from the egg if you're using the hatching techique, in the
summary screen if you're using an advanced ACE method, in the contest display if
you're using the contest technique)
-A: there may be five reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong, most likely box 7 to 14. Try to rewrite box
names or at least check for visible mistakes
2- you have some Pokémon/invisible Bad Egg/invisible data in box 12, 13, 14 or in
the last row of box 11. If you can't see anything in those boxes, try to put a
Pokémon in each and every one of the slot I mentioned, even using a group selection
(if you have a full box you can select all the 30 Pokémon and place them in the
boxes that should be empty to speed up the process): if an invisible Bad Egg is
there you'll realize it since that will be an actual filled slot, if some invisible
data is there you'll not notice that but the act of placing a Pokémon over
invisible data automatically deletes it. Consider that invisible data is generated
when you transfer Pokémon to gen 4 or to GameCube games
3- you're using a wrong language version of the code. Check if you're looking at
the code version you need
4- you're using the special box wallpaper from Wanda, the crying baby living in
Rustboro City, in box 2, 6, 10 or 14. That wallpaper is forbidden for those four
boxes but you can use it in any other box. Also, any other wallpaper will be fine
5- your egg/glitch Pokémon is wrong. Try to generate the egg/glitch Pokémon again

(Step 1 non-Japanese Emerald problem)


-Q: after executing the code I get a Bad Egg in box 9 slot 27
-A: there may be two reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong making a mistake somewhere in box 1 to 7. Try to
rewrite box names or at least check for visible mistakes
2- you left some Pokémon/invisible Bad Egg/invisible data in box 9 slot 27 before
executing the code. Check that slot, if it seems empty try to put any Pokémon in
that slot to delete any potential invisible data stored there. Consider that
invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games

(Step 1 non-Japanese Emerald problem)


-Q: after executing the code I get no noticeable effect/something not related to
box 9 slot 27
-A: you most likely typed your box names wrong making a mistake somewhere in box 1
to 7. Try to rewrite box names or at least check for visible mistakes

(Step 1 Japanese Emerald 0x085F problem)


-Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon
animation in the summary screen starts
-A: there may be four reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- your glitch Pokémon is wrong. Try to generate the glitch Pokémon again
3- you have some Pokémon/invisible Bad Egg/invisible data in box 12, 13, 14 or in
the last row of box 11. If you can't see anything in those boxes, try to put a
Pokémon in each and every one of the slot I mentioned, even using a group selection
(if you have a full box you can select all the 30 Pokémon and place them in the
boxes that should be empty to speed up the process): if an invisible Bad Egg is
there you'll realize it since that will be an actual filled slot, if some invisible
data is there you'll not notice that but the act of placing a Pokémon over
invisible data automatically deletes it. Consider that invisible data is generated
when you transfer Pokémon to gen 4 or to GameCube games
4- you're trying to trigger an Arm execution. The codes I listed are Thumb codes so
you have to use a Thumb ACE (0x085F) or, if necessary for some weird reason, a
Thumb-bootstrapped Arm ACE

(Step 1 Japanese Emerald 0x0615 problem)


-Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon
animation starts (from the egg if you're using the hatching techique, in the
contest display if you're using the contest technique)
-A: there may be four reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- your glitch Pokémon is wrong. Try to generate the glitch Pokémon egg again
3- you have some Pokémon/invisible Bad Egg/invisible data in box 12, 13, 14 or in
the last row of box 11. If you can't see anything in those boxes, try to put a
Pokémon in each and every one of the slot I mentioned, even using a group selection
(if you have a full box you can select all the 30 Pokémon and place them in the
boxes that should be empty to speed up the process): if an invisible Bad Egg is
there you'll realize it since that will be an actual filled slot, if some invisible
data is there you'll not notice that but the act of placing a Pokémon over
invisible data automatically deletes it. Consider that invisible data is generated
when you transfer Pokémon to gen 4 or to GameCube games
4- you're trying to trigger a Thumb execution. The codes I listed are Arm codes so
you have to use an Arm ACE (0x0615) or, if necessary for some weird reason, an Arm-
bootstrapped Thumb ACE

(Step 1 Japanese Emerald problem)


-Q: after executing the code I get a Bad Egg in box 9 slot 27
-A: there may be two reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- you left some Pokémon/invisible Bad Egg/invisible data in box 9 slot 27 before
executing the code. Check that slot, if it seems empty try to put any Pokémon in
that slot to delete any potential invisible data stored there. Consider that
invisible data is generated when you transfer Pokémon to gen 4 or to GameCube games

(Step 1 Japanese Emerald problem)


-Q: after executing the code I get no noticeable effect/something not related to
box 9 slot 27
-A: you most likely typed your box names wrong. Try to rewrite box names or at
least check for visible mistakes

(Step 2 non-Japanese Emerald problem)


-Q: when executing any of the 4 codes my game crashes/freezes as soon
as/immediately after the glitch Pokémon animation starts (from the egg if you're
using the hatching techique, in the summary screen if you're using an advanced ACE
method, in the contest display if you're using the contest technique)
-A: there may be three reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong, most likely somewhere in box 5 to 14 for "Code
1", box 7 to 9 for "Code 3", box 11 to 14 for "Code 4". Try to rewrite box names or
at least check for visible mistakes
2- you're using a wrong language version of the code. Check if you're looking at
the code version you need
3- after Step 1 you placed something back in box 12, 13, 14 or in the last row of
box 11. Just look at those boxes to verify

(Step 2 non-Japanese Emerald problem)


-Q: after executing "Code 1" box name 14 didn't turn into (E Œ)
-A: you most likely typed your box names wrong making a mistake somewhere in box 8
or 9. Try to rewrite box names or at least check for visible mistakes

(Step 2 non-Japanese Emerald problem)


-Q: after executing "Code 3" I don't get what is described in the notes
-A: you most likely typed your box names wrong making a mistake in any of the first
three codes or looked at box 10 when forbidden. You'll have to start back from
"Code 1"

(Step 2 non-Japanese Emerald problem)


-Q: after executing "Code 4" I don't get what is described in the notes
-A: you most likely typed your box names wrong making a mistake somewhere in box 1
to 9. Try to rewrite box names or at least check for visible mistakes

(Step 2 Japanese Emerald 0x085F problem)


-Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon
animation in the summary screen starts
-A: there may be three reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- after Step 1 you placed something back in box 12, 13, 14 or in the last row of
box 11. Just look at those boxes to verify
3- you're trying to trigger an Arm execution. The codes I listed are Thumb codes so
you have to use a Thumb ACE (0x085F) or, if necessary for some weird reason, a
Thumb-bootstrapped Arm ACE

(Step 2 Japanese Emerald 0x0615 problem)


-Q: my game crashes/freezes as soon as/immediately after the glitch Pokémon
animation starts (from the egg if you're using the hatching techique, in the
contest display if you're using the contest technique)
-A: there may be three reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- after Step 1 you placed something back in box 12, 13, 14 or in the last row of
box 11. Just look at those boxes to verify
3- you're trying to trigger a Thumb execution. The codes I listed are Arm codes so
you have to use an Arm ACE (0x0615) or, if necessary for some weird reason, an Arm-
bootstrapped Thumb ACE

(Step 2 Japanese Emerald problem)


-Q: after executing the code I get a Bad Egg in box 9 slot 24 and/or 25
-A: there may be two reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- you left some Pokémon/invisible Bad Egg/invisible data in box 9 slot 24 and/or
25 before executing the code. Check those slots, if it seems empty try to put any
Pokémon in that slot to delete any potential invisible data stored there. Consider
that invisible data is generated when you transfer Pokémon to gen 4 or to GameCube
games

(Step 2 Japanese Emerald problem)


-Q: after executing the code I get no noticeable effect/something not related to
box 9 slot 24 and 25
-A: you most likely typed your box names wrong. Try to rewrite box names or at
least check for visible mistakes

(Step 3)
-Q: when I try to start the trade the game stops me for some reason
-A: maybe you don't have the national dex on Emerald and you have foreign Pokémon
in your FrLg team

(Step 3)
-Q: when I try to hatch the Crobat egg my game crashes
-A: there may be two reasons why this is happening, I'll list them in order of
likelihood:
1- you made a mistake in Step 1, you'll have to repeat that step and trade the new
egg. You'll not need to redo Step 2 of course
2- you're hatching the Bootstrap egg instead of Crobat. You can recognize the
Crobat egg because it has no Pokérus and is in a Pokéball

(Step 3)
-Q: when I try to hatch the Crobat egg I get a different Pokémon (regular or double
question, not Decamark)
-A: you must have made a mistake in Step 1. Having a different species though is
not a big deal, as long as the move is correct. My suggestion is to keep this
Pokémon and try Step 4 and repeating Step 1 only if that fails.

(Step 3)
-Q: when I try to hatch the Crobat egg I get a Decamark from it
-A: there may be two reasons why this is happening, I'll list them in order of
likelihood:
1- you made a mistake in Step 1. While you can still use this Decamark to perform
ACE as long as the move is correct, having to rely on a Decamark type glitch
Pokémon can be tedious, I suggest to repeat Step 1 and trade the egg. You'll not
need to redo Step 2
2- you're hatching the Bootstrap egg instead of Crobat and the resulting glitch
Pokémon happens to be stable. Check if that is the case, you can recognize the
Crobat egg because it has no Pokérus and is in a Pokéball

(Step 4)
-Q: after multiple times I still can't get a successful try
-A: there may be five reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- you're just being unlucky. Try some more times
3- your bootstrap is wrong, meaning that you made a mistake in Step 2. You'll have
to repeat that step and trade the new bootstrap
4- your ACE move is wrong, meaning that you made a mistake in Step 1. You'll have
to repeat that step and trade the new Crobat egg
5- you placed the bootstrap in the wrong spot or you didn't leave the proper empty
slots. Check again the last part of Step 3. About the empty slots, if they seem
empty try to put any Pokémon in all those slots to delete any potential invisible
data stored there. Consider that invisible data is generated when you transfer
Pokémon to gen 4 or to GameCube games

(Step 4)
-Q: after a seemingly successful attempt I get some kind of visible effect that is
not what is stated in the notes
-A: you most likely made a mistake in box names. Try to rewrite box names or at
least check for visible mistakes

(Step 4)
-Q: after a seemingly successful attempt I get no visible effect
-A: there may be three reasons why this is happening, I'll list them in order of
likelihood:
1- you typed your box names wrong. Try to rewrite box names or at least check for
visible mistakes
2- your ACE move is wrong, meaning that you made a mistake in Step 1. You'll have
to repeat that step and trade the new Crobat egg
3- you left Battle Animation off. Just check your options to verify and turn them
on if necessary

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