Duplicate Key items glitch (Generation II)
May 17, 2011 10:13:28 GMT -5
Post by Torchickens on May 17, 2011 10:13:28 GMT -5
Paco81 recently told me about a glitch in Generation II which makes it possible to change the item identifier and quantity of items in the Key Item pocket and obtain an infinite amount of items by transforming these into regular items. He explained the glitch to me and sent me a video, and he asked me to upload it and word it into better English for him. I'm going to post the video description I made for him here on the forums for easy reference.
Video description:
Thank you very much to Paco81 who recently told me about this glitch. He contacted me and asked me to upload this video and explain this glitch in English, as he does not understand the English language very well.
The duplicate key items is a very useful glitch derived from the Celebi glitch. It allows the player to manipulate the item identifier of any item and obtain an unlimited number of items in the item pack.
Method:
When the Celebi glitch is used to obtain an a duplicate Key Item, the Key Item is registered as a separate item in the player's item pack. For example, an additional "Lost Item" can be obtained by exploiting the Celebi trick if the two Pokémon used for breeding have the fourth attack as Skull Bash. The received item is equivalent to the index number of the fourth item.
Changing an item and its quantity:
If two identical Key Items are stacked so that one is directly underneath the other, using the select button to swap the first Key Item underneath the second will cause the item identifier and quantity of the new second item to change and the third item to be lost in one of two ways. I've labelled these 1) and 2).
If a Key Item turns into an ordinary item, the quantity of the new item will no longer deplete, making it possible to deposit an unlimited number of the same item or to sell an unlimited amount of the same item at a PokéMart. It is possible to change its actual item quantity by swapping it underneath other Key Items, so that more of the same item can be deposited or sold at once.
1) If the sum of the first Key Item's index number and the item below the second Key Item is less than or equal to 100, then the second item identifier becomes equal to the index number of the Key Item plus that of another item directly underneath the item swapped. Its quantity is determined by what was the item identifier of the third item.
For example, consider the following Key Items pack:
Lost Item (index no. 130)
Lost Item (index no. 130)
Card Key (index no. 127)
Basement Key (index no. 133)
CANCEL (index no. 255)
If we swap the first Lost Item with the second, we lose the original second Lost Item and the Card Key, but the second Lost Item will turn into a Master Ball with quantity 133 (Basement Key's index number). The reason why the second item turns into a Master Ball in this example is because the Card Key is index number 127 (7F) and the Lost Item is index number 130 (82). Adding these together gives 257, but since items are defined by one byte, this becomes 257 modulo 256 or 1, which is Master Ball's index number.
Therefore we get:
Lost Item (index no. 130)
Master Ball (index no. 257 == 1) x133
CANCEL (index no. 255)
2) If the sum of the first Key Item's index number and the item below the second Key Item is greater than 100, then the third item is not lost, but becomes a BLK Apricorn (index no. 99). The second item identifier becomes equal to that of the sum of the first Key Item index number and the original third item minus 99. Its quantity is dervied from the new third item identifier.
For example, consider the following Key Items pack:
Lost Item (index no. 130)
Lost Item (index no. 130)
Master Ball (index no. 1) x7
Bicycle (index no. 7)
CANCEL
If we swap the first Key Item with the second this gives us:
Lost Item (index no. 130)
Rare Candy (index no. 31 [130-99] )
BLK Apricorn (index no. 99)
Bicycle (index no.7)
CANCEL (index no. 255)
Video description:
Thank you very much to Paco81 who recently told me about this glitch. He contacted me and asked me to upload this video and explain this glitch in English, as he does not understand the English language very well.
The duplicate key items is a very useful glitch derived from the Celebi glitch. It allows the player to manipulate the item identifier of any item and obtain an unlimited number of items in the item pack.
Method:
When the Celebi glitch is used to obtain an a duplicate Key Item, the Key Item is registered as a separate item in the player's item pack. For example, an additional "Lost Item" can be obtained by exploiting the Celebi trick if the two Pokémon used for breeding have the fourth attack as Skull Bash. The received item is equivalent to the index number of the fourth item.
Changing an item and its quantity:
If two identical Key Items are stacked so that one is directly underneath the other, using the select button to swap the first Key Item underneath the second will cause the item identifier and quantity of the new second item to change and the third item to be lost in one of two ways. I've labelled these 1) and 2).
If a Key Item turns into an ordinary item, the quantity of the new item will no longer deplete, making it possible to deposit an unlimited number of the same item or to sell an unlimited amount of the same item at a PokéMart. It is possible to change its actual item quantity by swapping it underneath other Key Items, so that more of the same item can be deposited or sold at once.
1) If the sum of the first Key Item's index number and the item below the second Key Item is less than or equal to 100, then the second item identifier becomes equal to the index number of the Key Item plus that of another item directly underneath the item swapped. Its quantity is determined by what was the item identifier of the third item.
For example, consider the following Key Items pack:
Lost Item (index no. 130)
Lost Item (index no. 130)
Card Key (index no. 127)
Basement Key (index no. 133)
CANCEL (index no. 255)
If we swap the first Lost Item with the second, we lose the original second Lost Item and the Card Key, but the second Lost Item will turn into a Master Ball with quantity 133 (Basement Key's index number). The reason why the second item turns into a Master Ball in this example is because the Card Key is index number 127 (7F) and the Lost Item is index number 130 (82). Adding these together gives 257, but since items are defined by one byte, this becomes 257 modulo 256 or 1, which is Master Ball's index number.
Therefore we get:
Lost Item (index no. 130)
Master Ball (index no. 257 == 1) x133
CANCEL (index no. 255)
2) If the sum of the first Key Item's index number and the item below the second Key Item is greater than 100, then the third item is not lost, but becomes a BLK Apricorn (index no. 99). The second item identifier becomes equal to that of the sum of the first Key Item index number and the original third item minus 99. Its quantity is dervied from the new third item identifier.
For example, consider the following Key Items pack:
Lost Item (index no. 130)
Lost Item (index no. 130)
Master Ball (index no. 1) x7
Bicycle (index no. 7)
CANCEL
If we swap the first Key Item with the second this gives us:
Lost Item (index no. 130)
Rare Candy (index no. 31 [130-99] )
BLK Apricorn (index no. 99)
Bicycle (index no.7)
CANCEL (index no. 255)