Uploaded August 2015 | Updated September 2026, 3 weeks ago
When the player opens Bill's PC the text delay (between each letter) is turned off just so that the "What?" text present in the Withdraw, Deposit and Release menus is printed without delay (to give the impression that the text is already there). This is redundant however, considering that the text delay is turned off again when entering either of those menus.
In addition, if the player chooses the Change Box option or selects Withdraw with no Pokemon in the PC the corresponding texts will be played without delay. When we exit from either of the three menus (withdraw, deposit or release), or after the Change Box text is printed, the delay is turned on, so the times after the first one the Change Box text will be displayed with the correct delay.
When the player opens Bill's PC the text delay (between each letter) is turned off just so that the "What?" text present in the Withdraw, Deposit and Release menus is printed without delay (to give the impression that the text is already there). This is redundant however, considering that the text delay is turned off again when entering either of those menus.
In addition, if the player chooses the Change Box option or selects Withdraw with no Pokemon in the PC the corresponding texts will be played without delay. When we exit from either of the three menus (withdraw, deposit or release), or after the Change Box text is printed, the delay is turned on, so the times after the first one the Change Box text will be displayed with the correct delay.

![Pokemon Pyrite - Trainer Pokemon with EVs (sort of)
READ DESCRIPTION!
I have received comments saying that the game gets easier as it advances, that the last gyms and pokemon battles are easier that the first ones. Kinda got the same feeling myself too. Your Pokemons EVs start to make a difference, and you become able to teach better moves and all that stuff. Even if the opponents Pokemon also get better moves, good moves vs good moves favours the player over bad moves vs bad moves, for the mere reason that the player is more intelligent than the AI. So, inevitably, the game progressively becomes easier for the most part.
The solution Ive come up with is some sort of EV system that is applied to trainer Pokemon, instead of just going nuts overincreasing the levels of the opponents to keep the same level of competitivity. This EV system doesnt work exactly like EVs would so to speak, since it affects the stats directly insetad of affecting them indirectly via other variables like the EVs themselves. But regardless, these stat changes (boosts) are intended to resemble EVs. Why shouldnt the rest of the trainers be able to get bonus from EVs just like you, if they also train their Pokemon? :P
The increase in the stats depends on the level of the pokemon. The higher the level, the higher the stat boost is, obviously, since thats how EVs work. The stats affected are attack, defense, special attack, special defense and speed, and the boost is the same for the five stats.
The stat boosts applied are (for each of the following level ranges):
[1,32]: boost = 0
[33,54]: boost = level/16
[55,73]: boost = level/16 + level/16
[74,77]: boost = level/8
[78,99]: boost = level/8 + level/32
[100,100]: boost = level/4
Notice how it never comes close to the maximum possible boost provided by EVs, which is nearly level*64/100. Another thing to keep in mind is that, even when the players Pokemon reach level 100, they still dont have had their EVs maximized, and the most recently caught Pokemon would have low EVs at the beggining. So I had to make sure that the boosts arent too high. In the end, they still leave the opponents Pokemon a bit weaker than the players on average; after all, the players good training should be rewarded!
The video shows the comparison between a battle against an EVd Pokemon (right), and against the same pokemon before the boosts had been implemented (left). Obviously, its still subject to RNG, but I think the differences can be seen clearly enough.
This feature will be included in the next release of Pokemon Pyrite and is subject to minor adjustements.
For those interested, the asm implementation can be seen here: http://pastebin.com/F3B9tnCC
I do believe and hope its bug-free. Its free for anyone to use it on his/her hack if desired, but if so, crediting is always welcome :) Pokemon Pyrite - Trainer Pokemon with EVs (sort of)](https://i.ytimg.com/vi/eF_lfPgoQdY/mqdefault.jpg)


![Pokemon G/S/C - Unused Status Prevention Item Effects
In Pokemon Gold, Silver and Crystal there are a total of six unused item effects that grant the holder immunity to one status:
Effect 0x14: Prevents holder from being poisoned
Effect 0x15: Prevents holder from being burned
Effect 0x16: Prevents holder from being frozen
Effect 0x17: Prevents holder from being put to sleep
Effect 0x18: Prevents holder from being paralyzed
Effect 0x19: Prevents holder from being confused
The routine that takes care of applying these effects is the battle command that handles the respective status. For example, the battle command that handles the effect of sleep moves, first checks the targets item and prevents sleep if said items effect is 0x17. In addition, a text box is displayed saying [PkmnName]s protected by [ItemName]. However, this text box is not displayed if the status would be inflicted as a consequence of a secondary effect of a damaging move (this, for example, excludes Poison Stingss poison or Thunders paralysis as well as every possible case of burn or freeze).
Since there are no items that use these effects, I modified the effect byte of Ultra Ball and Super Ball in the item attribute table to make this video possible. Pokemon G/S/C - Unused Status Prevention Item Effects](https://i.ytimg.com/vi/ekr9ZqyZZ5M/mqdefault.jpg)



![Pokemon G/S - Turn Coin Case into a memory editor (arbitrary code execution)
This video is outdated and reproducing it is no longer advised. Watching this video instead is recommended: https://www.youtube.com/watch?v=PsIb3OZaYAs
It is a detailed tutorial of a far more versatile Coin Case arbitrary code execution approach that can be used for multiple purposes, and includes examples and troubleshooting.
Help wont be offered in the comments section of this video, other than to redirect to the video linked above. This is because 90% of your ambitions or troubles with the Coin Case glitch are covered or can be avoided by following the steps explained in that other video. This is, in fact, the reason why Ive made that video.
Old video description below
Coin Case glitch: http://forums.glitchcity.info/index.php/topic,6716.0.html
The code can most likely be optimized but its the best I could come up with. The thing about this is that its too generic and aims to cover all possible addresses, allowing to edit the content of any and all of them. Spelling out the code itself with the box names seemed impossible and I gave up after wandering around for some time. The instructions available allow you to do a lot of stuff with register a, and even pop it into d or h, but it looked impossible to make a program that allows to write in any specified memory address. Perhaps a possible better way to do this would be by combining the PC items and the box names to write the code and doing some jumping around. Or even use actual parts of the code to modify future bytes of the code in order to spell out instructions that are unavailable with the character set.
Anyway, its not that this required lots of extremely obscure items. They are all easily obtainable, its just that youll need to have advanced very far in the adventure, particularly, to get HM06 (Toxic) and Pass. Apart from that, there are some generic items that youll need more than one instance of. Its not too difficult to accomplish this, however. Youd just deposit the item 99 times and when you have deposited all the items, you withdraw said item until you have the amount you need. It means youll have to buy more than necessary though. All in all, what I most like about this is that the code is always the same regardless of the address you want to edit, meaning that once all the items have been deposited in the PC, itll just take about a minute to set it up to hack another memory address.
Speaking of editing the memory addresses, the way this is achieved is by naming Box 9 in different ways. Box 9 because pointing to its names address requires the least amount of items. The names first four characters will determine the address to hack (2 bytes), while the last two will determine the value to be written on it (1 byte). Unfortunately, we need two characters to spell out each byte because not all 255 possible values are associated to a character. This means that additional code is required, and consequently, additional items. Because of this, one way to optimize the whole thing could be to take the three bytes from addresses where we can manipulate all the 255 possible values, such as a Pokemons happiness or EVs, or the players steps counter. The last one probably looks like the easiest, but without a memory viewer to follow it, its another story.
The way Ive done it, the game takes the two characters of the name and adds its hexadecimal values, which allows to cover all possible 255 numbers. Ive made a list that shows how to spell each of them: See http://pastebin.com/4ZDpQXGe. They are not the only possible combinations, but just stick to those.
For the item list, http://pastebin.com/in4MS7zW, or just watch it in the video (last part). To get Berry Juice, give Berry to a Shuckle and walk around for a bit. It will eventually become Berry Juice. Stardust is held by 23% of wild Staryu (Staryu can be found fishing on Cherrygrove city with a Good Rod for example) . Getting 3 Ether may not be easy, but as long as you have one, you can consider cloning. Alternatively, you may deposit only one Ether instead of three, and deposit [Any Item] [Any Amount] between Ether and PokeBall x94.
P.S.: The Quagsire must hold Protein, not HP Up. Pokemon G/S - Turn Coin Case into a memory editor (arbitrary code execution)](https://i.ytimg.com/vi/ffZjCabeNr4/mqdefault.jpg)

