Your work is awesome Uacdario and welcome to GCL temporary forum.
Now I think no need to answer your previous questions. Congratulations for understand this glitch by yourself.
I will make 15 videos to show step by step how you created a perfect shiny Mew. If you are interested, this
Another Mew trick apparently only works on Spanish and Italian Red/Blue, but in Italian version the game freezes when ´M or Missingno appears.
[These are outside of the possible range for me so I've decided to use 01337 or 01234]
Now it's late for this answer, but one should always keep in mind that if a byte in the internal Pokémon structure have a Hex FF value, then at perform the glitch, the byte of up position remain in Hex FF too for every pokemon that we use.
For example, if the Exp byte3 is FF, at perform the glitch using 2 Pokémon, the 3 Exp bytes finish in Hex FF and then the game freezes when you withdraw this Pokémon.
If IDNo. is 01337:
Original Trainer ID number byte1 = Hex 05
Original Trainer ID number byte2 = Hex 39
The Exp required is 342272 to 342526.
Exp byte1 = Hex 05
Exp byte2 = Hex 39
Exp byte3 = Hex 00 to FE
If IDNo. is 01234:
Original Trainer ID number byte1 = Hex 04
Original Trainer ID number byte2 = Hex D2
The Exp required is 315904 to 316158.
Exp byte1 = Hex 04
Exp byte2 = Hex D2
Exp byte3 = Hex 00 to FE
I guess if I wanted to get 00000 or other very low numbers I could try resetting Dragonite's level before changing its species to the remaining HP number.]
Yes, is a procedure that takes time, but if you want a Pokémon with IDNo. with low numbers is necessary resetting Dragonite's level to 0 before changing its species through its remaining HP, otherwise, if you want a Pokémon with IDNo. with high numbers, you can try raise levels to Dragonite (fused with a glitch Pokémon with super very slow grow) above lv100 until accumulate the required Exp.
In this case, to get a Pokémon with IDNo. 00000, before transfer the 66 HP Remain to Dragonite specie, the Pokémon must have Hex 00 in Exp bytes 1&2 (00 to 254 Exp points = 0000 00-FE).
I'm not sure whether I did what you said correctly, but releasing all of the Box1 pokemon hasn't reset it for me on my Yellow cartridge so far.
Could you explain more about stabilizing the Bill's PC boxes? Is it possible to reset any box this way so that the glitch will work on any save file? Do you know how exactly Box 1 affects the other boxes?
I so sorry Ciel4, by me mistake in explain this, the glitch already will never works in your Yellow version (unless you restart again).
I wanted to say for reset the Box1, when the top Box position have a glitch, release all the Pokémon (always releasing the Pokémon on top box position) except the last, then before of withdraw the last Pokémon that in this case is in the top position (here was where I went wrong) first deposit a Pokémon for stabilize the Box1.
For stabilize a Box only is necessary deposit a Pokémon, but at perform the glitch is not recommended withdraw all the Pokémon in the Box while the box has the glitch, before of withdraw the last Pokémon first is recommended deposit a Pokémon for stabilize the Box.
Without use Gameshark, I have not found a way to reset any box for that the glitch works on any save file.
Actually the Box1 not affects the other boxes. Just that in original cartridges, apparently the glitch only works on the Box1.
For that this glitch works, depends that in Red/Blue memory address DA95 (DA94 in Yellow) the hex value not be FF. When you start a new game, the Hex value in DA95 is 00 only in the Box1, if you change to other box (box2 to box12) the hex value in DA95 change to FF and for this reason the glitch does not work on other boxes although never been used.
This is the box1 when you start a new game and
this is the box2 to box12 when you change to other box.
In Red/Blue DA80 (DA79 in Yellow) indicates the Pokémon quantity stored in the actual Bill PC Box. DA81 indicates Pokémon´s Sprite of the first position on the box, DA82 indicates Pokémon´s Sprite of the second position and well until DA94 (Pokémon´s Sprite 20 position), DA95 indicates the end of the box (normally is Hex FF = Cancel). In the box1 DA95 start in Hex 00 and normally change to Hex FF when one-twentieth Pokémon is stored in the box1. If Hex value FF appears in DA95, the hex FF will remain there even if we removed all the Pokémon of the box, so if the box1 sometime has 20 Pokémon, the glitch does not work anymore on the Box1.
In my case, the glitch works on other boxes because a possible emulation error, I start my game using the old GBC emulator VisualBoy 1.4.12, this emulator created the SAV file and for some reason, when changing box the Hex value in DA95 is 00 in all the boxes.
If the emulator Visual Boy Advance create the Sav file, then when changing box the Hex value in DA95 is FF in all the boxes and the glitch only works on the Box1. Maybe if the VisualBoy 1.4.12 emulation is correct emulating GBC hardware, probably if a GBC create the Save File in a original cartridge, then the glitch might works on all the boxes. In my case, in my original cartridges the saves files were creates by my GBA SP and the glitch only works on the Box1 as in the Visual Boy Advance emulation (probably VBA emulate a GBC game playing on GBA hardware).
If BGB emulator create the Save file, in a new game when changing box, in DA95 appear different hex values in all the boxes and the glitch theoretically works on all the boxes (the box2 and box12 image shows that there different Pokémon in the boxes although in reality these boxes have never been used).
img14.imageshack.us/img14/1916/bgbbox1.jpgimg163.imageshack.us/img163/4544/bgbbox2.jpgimg204.imageshack.us/img204/7957/bgbbox12.jpgIf BGB emulation is correct, this could explain why in RBY appear Boxes 13&14 when trade with GSC through Pokémon Stadium2 Trade Machine.
img390.imageshack.us/img390/9623/box13.jpgimg404.imageshack.us/img404/4724/box13e.jpgCiel4, Which hardware created your saves files (GBC, Pokémon Stadium GB tower or GBA)?
The resetting trick worked just fine in my Red cartridge's Box 1. I encountered no problems creating my Dragonite. On this save file I had never used Box 1, and it worked just like in your videos.
Ciel4, you already test the custom Dragonite in Pokémon Stadium battles?
I thought that Pokémon Stadium stabilize Dragonite´s Normal/Dragon types, but apparently only Pokémon Stadium 2 do it.
If someday you get Pokémon Stadium 2, you must make sure not save the game using Pokémon Lab when the custom Dragonite is present, because do this stabilize the Dragonite types.