Max Stats
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Sharking Attacks
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Overview
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Using the GameShark, it is possible to set any attack to any of the
four attack slots on each Pokémon. You can overwrite HMs, and even give
multiple copies of the same move to a monster.
While giving a Pokémon an attack it could not normally learn will
disqualify it from tournament play, it will never result in an error from
the game system, as the animations produced by a move (both on the Game
Boy and in Stadium) are either independent of the actual creature (Game
Boy) or dependent solely on the type of move (Stadium).
The Game Boy games will let you use illegal attacks normally, without
complaint. During battles, Stadium will highlight illegal moves in
purplish-red, but will still let you use them. It will also turn the
Player Designator (eg, "1P", "COM") this color during move selection, to
show that the current monster knows attacks that it shouldn't.
If, however, you have sharked something onto your Pokémon that isn't an
actual attack (ie, you used some hex number that isn't in the table
below), you will not be able to enter that monster into a Stadium battle.
The attack itself will be listed as "??????" and will be highlighted in
yellow, if you inspect the Pokémon.
Using such a "non-attack" in R/B/Y will produce an unpredictable
result. The attack might do nothing, inflict an enormous or insignificant
amount of damage, crash your game, etc. The Azure Heights staff has
decided not to cover glitch attacks.
These codes should be activated in a similar fashion to most codes: the
GS switch should be off until the monster to be modified is placed in the
top position, at which point it should be turned on, then back off. Then
the status of the monster should be checked: if it at all disagrees with
the predicted value, do not save, as it is possible that another
section of memory was overwritten by a slightly improperly entered
code.
NOTE: All codes affect the first monster in the party.
The codes for modifying the moves in the four attack slots are as
follows:
Slot |
|
Red/Blue |
|
Yellow |
1st | |
01XX73D1 | |
01XX72D1 |
2nd | |
01XX74D1 | |
01XX73D1 |
3rd | |
01XX75D1 | |
01XX74D1 |
4th | |
01XX76D1 | |
01XX75D1 |
The XX should be replaced with the
hex number of the attack you want to put into the respective slot. These
numbers are listed in the table below.
Attack Listing |
00 = Nothing |
10 = Gust |
0A = Scratch |
47 = Absorb |
6A = Harden |
67 = Screech |
33 = Acid |
72 = Haze |
45 = Seismic Toss |
97 = Acid Armor |
1D = Head Butt |
78 = Selfdestruct |
61 = Agility |
88 = Hi Jump Kick |
9F = Sharpen |
85 = Amnesia |
1E = Horn Attack |
2F = Sing |
3E = Aurora Beam |
20 = Horn Drill |
82 = Skull Bash |
8C = Barrage |
38 = Hydro Pump |
8F = Sky Attack |
70 = Barrier |
3F = Hyper Beam |
15 = Slam |
75 = Bide |
9E = Hyper Fang |
A3 = Slash |
14 = Bind |
5F = Hypnosis |
4F = Sleep Powder |
2C = Bite |
3A = Ice Beam |
7C = Sludge |
3B = Blizzard |
08 = Ice Punch |
7B = Smog |
22 = Body Slam |
1A = Jump Kick |
6C = Smokescreen |
7D = Bone Club |
02 = Karate Chop |
87 = Softboiled |
9B = Bonemerang |
86 = Kinesis |
4C = Solarbeam |
91 = Bubble |
8D = Leech Life |
31 = Sonicboom |
3D = Bubblebeam |
49 = Leech Seed |
83 = Spike Cannon |
80 = Clamp |
2B = Leer |
96 = Splash |
04 = Comet Punch |
7A = Lick |
93 = Spore |
6D = Confuse Ray |
71 = Light Screen |
17 = Stomp |
5D = Confusion |
8E = Lovely Kiss |
46 = Strength |
84 = Constrict |
43 = Low Kick |
51 = String Shot |
A0 = Conversion |
60 = Meditate |
A5 = Struggle |
44 = Counter |
48 = Mega Drain |
4E = Stun Spore |
98 = Crabhammer |
19 = Mega Kick |
42 = Submission |
0F = Cut |
05 = Mega Punch |
A4 = Substitute |
6F = Defense Curl |
76 = Metronome |
A2 = Super Fang |
5B = Dig |
66 = Mimic |
30 = Supersonic |
32 = Disable |
6B = Minimize |
39 = Surf |
92 = Dizzy Punch |
77 = Mirror Move |
81 = Swift |
26 = Double-Edge |
36 = Mist |
0E = Swords Dance |
18 = Double Kick |
65 = Night Shade |
21 = Tackle |
03 = Double Slap |
06 = Pay Day |
27 = Tail Whip |
68 = Double Team |
40 = Peck |
24 = Take Down |
52 = Dragon Rage |
50 = Petal Dance |
64 = Teleport |
8A = Dream Eater |
2A = Pin Missile |
25 = Thrash |
41 = Drill Peck |
8B = Poison Gas |
57 = Thunder |
59 = Earthquake |
28 = Poison Sting |
55 = Thunderbolt |
79 = Egg Bomb |
4D = Poisonpowder |
09 = Thunderpunch |
34 = Ember |
01 = Pound |
54 = Thundershock |
99 = Explosion |
3C = Psybeam |
56 = Thunder Wave |
7E = Fire Blast |
5E = Psychic |
5C = Toxic |
07 = Fire Punch |
95 = Psywave |
90 = Transform |
53 = Fire Spin |
62 = Quick Attack |
A1 = Tri Attack |
5A = Fissure |
63 = Rage |
29 = Twineedle |
35 = Flamethrower |
4B = Razor Leaf |
0B = Vicegrip |
94 = Flash |
0D = Razor Wind |
16 = Vine Whip |
13 = Fly |
69 = Recover |
37 = Water Gun |
74 = Focus Energy |
73 = Reflect |
7F = Waterfall |
1F = Fury Attack |
9C = Rest |
12 = Whirlwind |
9A = Fury Swipes |
2E = Roar |
11 = Wing Attack |
89 = Glare |
9D = Rock Slide |
6E = Withdraw |
2D = Growl |
58 = Rock Throw |
23 = Wrap |
4A = Growth |
1B = Rolling Kick |
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0C = Guillotine |
1C = Sand-Attack |
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To give the first Pokémon in your party the equivalent of 3 PP UPs (the
maximum allowable) for each of its 4 attacks, enter the following
codes:
Red/Blue |
|
Yellow |
01C088D1 | |
01C087D1 |
01C089D1 | |
01C088D1 |
01C08AD1 | |
01C089D1 |
01C08BD1 | |
01C08AD1 |
We just set the the current number of PP to 0, for reasons explained
below, so after you go to a PokéCenter to refresh your Pokémon's PP,
you'll be good to go.
If you're interested in why this works, or you want to be more
selective in Sharking your PP, please continue reading. If you don't give
a damn, you're done with this page. Might I suggest that you read our fine
Sharkery Overview, if you haven't already?
Both Current and Maximum PP scores can be modified with a
GameShark.
The Current PP score can hold any value from 0 to 63, but the Maximum
PP score can only hold four predefined values (ranging from 0 to 3),
corresponding to the number of PP UPs used on the move. So, setting this
value to 3 duplicates the effect of applying 3 PP UPs to the attack.
Maximum PP is determined from a constant base value for each attack plus
a set number for each PP UP.
The following codes set the Maximum PP scores for each of the 4 attack
slots on the first Pokémon in your party:
Slot |
|
Red/Blue |
|
Yellow |
1st | |
01XX88D1 | |
01XX87D1 |
2nd | |
01XX89D1 | |
01XX88D1 |
3rd | |
01XX8AD1 | |
01XX89D1 |
4th | |
01XX8BD1 | |
01XX8AD1 |
In the above codes, XX is a hex number
equal to the number of PP UPs used, times 64, plus the number of Current
PP. When we maxed out the Pokémon's PP in the example above, XX was set to C0,
since:
3 * 64 + 0 = 192 =
C0h
That's 3 PP UPs per attack, times 64, plus 0
Current PP.
To dispense with the complexity of adding in the proper number of
Current PP, we suggest you just worry about the setting the number of
"applied" PP UPs, and ignore the part of the equation that deals with
Current PP. Because your Pokémon will now have 0 Current PP for any
modified attacks, you must take a trip to a PokéCenter before giving your
new PPs a test drive.
Using the equation above, we see that if you want to simulate "normal"
PP for an attack (ie, zero PP UPs), your XX should be 00. For
the equivalent of 1 PP UP, use 40. For 2, use
80.
Please ignore this subliminal message.
Please ignore this subliminal message.
Please ignore this subliminal message.
SEEK DEATH AT THE HANDS OF YOUR ENEMIES
Please ignore this subliminal message.
Please ignore this subliminal message.
Please ignore this subliminal message.
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