Only issue with cute charm PIDs is you need to catch a buneary with a specific nature, which can be a little tedious, and then the target pokemon has a 1/50 chance of getting it's nature randomly rather than from cute charm, which would have a random PID. But I think this risk might be worth it.
Posts by RETIRE
I extended my encrypted pokemon data brute forcer with battle stats today, which unlike regular pokemon data is encrypted only by PID, and some cute charm PIDs with specific mail items held should allow for a bunch of valid jumps. No checksum manipulation required like in previous item based setups.
It took me almost a year to revisit, but this might just revolutionize ASE setups. I am so close to getting rid of RNG entirely.
But... OLEICAT!.. no, that is not a real word. Therefore, it must be:
Sadly this affects the radar chain record data, which to my knowledge has no effect on any live chains going on. I will however double check this. Initially it seems unlikely to yield anything useful.
There are three known ways to get this:
1) tweaking a tree out of bounds (dppt)
2) fake sinnoh to load honey tree in different map (DP)
3) theoretically, plat cascade tweak to corrupt a pointer to map objects and happening to find a honey tree... Unlikely to occur.
Obviously if the timer could reach 0 you could encounter other pokemon than intended. Sadly this doesn't look possible (as the timer countdown only loops over all valid trees).
New glitch in DPPt, interacting with honey trees outside intended maps causes the game to return MAX_HONEY_TREE as the index of the tree, causing it to read/write from PokeRadar chain data. Sadly the timer of the honey tree is the Radar Chain count, which can never reach 0...
I am releasing the source code for the @gamesdonequick.com
2026 Pokemon Heartgold/Soulsilver ACE demo:
github.com/DevreeseJori...
Expect an update to the ReadMe with some installation details soon.
Was a pleasure working with you as always Swift ❤️
I made the custom sprites for this! Huge thanks to RETIRE for being able to put all this together, here’s a picture of when I was actively working on the sprites too :D
... Yeah, we're pretty sure that's actually never happened before. #AGDQ2026
Incentive is met! Everyone, enjoy the show :)
Thank you Matt! I happened to catch your donation in passing ❤️
Let's meet the HGSS Arbitrary Code Execution Demonstration together! I promise, from unbiased source, that it will be worth it! #AGDQ2026
www.twitch.tv/gamesdonequi...
It's that time of the year again. I have cooked something special for @gamesdonequick.com :)
Autocorrected, not walkable*
So there is no actual control. There happen to be 8 manipulations for getting a grass mud tile, and one of them just happens to meet these ridiculous requirements. Note that I was not actively looking for this arrangement, I just tested all 8 results manually and found the spinner bug as a result.
Thing is, while we have 'tile manipulation' to get tiles in the void, this is really just a luck of the draw. You read uncontrollable texture data, and I just wrote a brute forcers that found all texture data/chunk allocations and returns a list of maps to reload in and get the desired tiles.
Now, after the mud tile you'd then need another tile with a collision value that makes it in walkable, so you stop spinning and stay in the mud tile.
The odds of that are 1/(265 * 2 * 256 * 2), or roughly double that depending on how the spinner tiles bug glitch operates.
Thing is, these do not allow you to enter them while you are on a bike. There is however a unique glitch that can get around this. A spinner tiles can force you into any tile. Not sure if this is because it always moves one tile, or because it only checks collision values and not unique properties.
The requirements for this setup are really tight. Usually all encounter tiles fail to function with the Pal Park menu, as they are checking for gen 3 Pokémon to migrate. One exception to this is the is mud grass tiles from Great Marsh. You can wiggle in them to get an encounter.
Found a 1 in 262.144 chance to exist setup that allows us to get wild encounters while having the Pal Park menu AND on the bike.
My goal is to use this to load battle data to read for the new speedrun ACE setup, this would save 10 minutes and be faster than the current TAS ACE setup too.
Cuts out getting cacturne, noctowl, machoke, link searcher (-3 gyms), silk scarf, watching the contest cutscene... Maybe even dot artist if we really want to go all out on speed. (Probably not outside of speedrunning).
Will require a specific playername and a longer void route (except for JP rev 5)
The rule of releasing a setup is that you obsolete it within 3 hours of its creation right? Pretty sure I can create a setup taking less than 90 minutes from a fresh save. Aka, Speedrun + 40 minutes or so, based on the TAS setup with this new Item bootstrap.
Gotta probably run the brute forcers for pearl details, but here's the new setup.
www.craft.me/s/330jTbOzhF...
Couple weeks, on and off. Most time was spent writing brute forcers
The jumps finally reach somewhere I control, dot artist, and execute that at the end. So yes
I wrote a brute forcer to manipulate in-game trades with specific held items/levels and met dates to get their encrypted data to read a jump instruction, reading the next Pokemon's PID as a fully controllable jump.
To get around the ASLR issue, I spawn a new script process on top of the current one, and that one won't be affected by ASLR and its entry point can be controlled to some degree as you can give the script index to use. Then with some luck I can jump to box data, last 2 bytes of a pokemon.