How To Cheat The Slot Machines In Pokemon Crystal

  1. Pokemon Crystal Slot Machine Trick
  2. How To Cheat The Slot Machines In Pokemon Crystals
  3. How To Cheat The Slot Machines In Pokemon Crystal Clear
ldh [46], a
dec a

The Rocket member who stole the Machine Part will bump into you, tell you to forget about him, and run away. Walk on the bridge in the gym, and you'll find the Machine Part on a certain part of the bridge. Head back to the Power Plant and give the manager the Machine Part. He'll give you TM 07 - Zap Cannon to thank you. Jul 20, 2020 If fact one our our most popular cheat pages for Pokemon Crystal is this massive collection of Pokemon Crystal cheats. Other popular cheats include this sprite changer, this Pokemon Encounter cheat where you can meet any Pokemon you want in the wild to try to catch them, and this how to walk through walls code. After you get a jackpot on that machine it's out of luck. Then go back up to the top machin. Have fun it may take about half an hour, but TRUST me it works. Ps:I bought every Pokemon with the money I won. (abra, clefairy, dratini, scyther, and porygon) More cheats, codes, tips and tricks for Pokemon FireRed are on this page of our website.

jp cff3
At CFF3:
ld [hli], a
ld [hli], a
ret
This sacrifices the efficiency of the original OAM routine by waiting for the OAM transfer more time than necessary, in order to save a couple of bytes and therefore save us some time when writing it. Effectively, the additional delay makes no difference anyway.
As said before, if we used the memory editor to write those two routines byte by byte directly, they would be lost upon resetting the game and we'd have to go through the pain of writing everything all over again. We can however automatize it by programming a routine that writes those two portions of code. That new rotuine would be written in some other place of RAM that is preserved after saving the game. We still have two TMs capable of executing arbitrary code from persisted RAM locations that we haven't employed yet, so I took the decision to make use of TM15 for this task. TM15 jumps to DA10/FA10, so the easiest thing is to just write the program in that exact location, and then using TM15 to execute it. Here's the routine desinged to accomplish the task of writing the above code into their corresponding memory addresses:
add hl, bc
call CopyBytes ; 3010
ld c, 8
.bytes ; fa20
db 3D, 20, FD, C3, F3, CF

The code above has been optimized by making use the existing Pokemon Crystal function CopyBytes, and by taking advantage of the initial state of the registers. Particularly:
hl = FA10
The resulting raw bytes of the above routine are:
09 09 11 F3 CF CD 10 30 11 84 FF 0E 08 C3 10 30 21 FA C2 22 22 22 22 C9 3D 20 FD C3 F3 CF
These 30 bytes will need to be written to DA10 or FA10, using the memory editor that we set up before. This requires a total of 30 TM25 uses, with the corresponding box 13 names:
  • 77AQAJ
  • 77ARAJ
  • 77ASAR
  • 77AT34
  • 77AU!.
  • 77AV?!
  • 77AWAQ
  • 77AXXZ
  • 77AYAR
  • 77AZ?[
  • 77BZ A
  • 77CZAO
  • 77DZAI
  • 77EZPkMn
  • 77FZAQ
  • 77GZXZ
  • 77HZIZ
  • 77IZ77
  • 77JZPkPk
  • 77KZJZ
  • 77LZJZ
  • 77MZJZ
  • 77NZJZ
  • 77OZ¿¡
  • 77PZeZ
  • 77QZHZ
  • 77RZ89
  • 77SZPkMn
  • 77TZ34
  • 77UZ!.
Given the amount of iterations needed, it could be argued that coding a more dedicated memory editor optimized to rewrite successive memory addresses could've been preferable. In the end I didn't think about it too much and took this route, though. Whatever the case, when we're done writing all 30 bytes (provided we didn't make any mistakes!), we can gain the ability to walk through walls by just using TM15, even after turning off and on the game. This makes us ready to move on to the next step!

STEP 5 - SETTING UP TM17 AS A DEDICATED SNAKEWRITER
Writing a 30-byte program is one thing, but writing a 251-byte program -what the Snake game eventually will occupy- is a very different story. Using our current memory editor to write the final program would be way too time-consuming and error-prone. Our goal in this step will be to implement a more efficient memory editor to write the Snake game or any given lengthy program we can come up with.
Given that the final program will be written in successive memory addresses, it would be ideal if we could find a way to avoid having to specify the memory address for every byte, instead using an unrelated variable to keep track of the memory address coming next, therefore working as an offset. Apart from that, it would also be great if we could input the byte to write without having to rename a box to a meaningless string (even if short) everytime.
With these considerations, I chose to do the following. I designed a small program that reads the X and Y coordinates of the player within the current map, and uses them to spell out the desired byte. The Y coordinate will determine the first four bits, while the X coordinate will determine the lower nybble, always assuming that the player is within the coordinates (0,0) and (15,15). In addition, this program will also read and update another memory address, which will store the 8-bit offset that determines where the next byte is going to be written to.
We will be using TM17 for this purpose, so we will be writing this program to DA47/FA47. This is achieved by using TM25 again to write this function byte by byte. The memory address chosen to store the offset is DDF2, which corresponds to the least significant byte of the sixth party Pokemon current HP. This choice was made because the HP of a Pokemon is a value that can be easily kept track of and monitored (by having a party of 6 Pokemon), which should contribute to the prevention of making mistakes in the future. In addition, our Snake program will start in the very next address (DDF3). We will discuss why the memory area starting from DDF3 was chosen eventually, but first, let's focus on implementing the new optimized memory editor. Here's the assembly code:
ld hl, dcb7
ld b, [hl]
add b
inc [hl]
ld b, 0
ld [hl], a

Where DCB7 is the player's Y coordinate and DCB8 is the player's X coordinate. The first instruction may seem useless right now, but will have a purpose eventually.
The resulting bytes of the above code are:
21 FB DD 21 B7 DC 2A 46 CB 37 80 21 F2 DD 34 4E 06 00 09 77 C9
And finally, the required box 13 names for each TM25 execution:
  • 77oZIZ
  • 77pZ78
  • 77qZ'7
  • 77rZIZ
  • 77sZ9y
  • 77tZ'6
  • 77uZRZ
  • 77vZnZ
  • 77wZ¡?
  • 77xZaX
  • 77yZ?(
  • 77zZIZ
  • 77ta33
  • 77ua'7
  • 77vaaU
  • 77wavZ
  • 77xaAG
  • 77yaAA
  • 77zaAJ
  • 77zb?R
  • 77zc¿¡
We shouldn't forget to zero the sixth Pokemon's HP, which can also be done with TM25:
  • 9833AA
Once finished, we will be able to write data starting from address DDF3 by simply using TM17. We should also see the sixth Pokemon's HP incrementing after each TM17 use.

STEP 6 - WRITING THE SNAKE GAME OR OUR CUSTOM PROGRAM
Now that we can achieve the ability to walk through walls and can quickly write bytes based on the map coordinates, we're almost ready to start writing the payload of our kick-ass game! Still, it's very important to choose carefully the map where we are going to write it. It should be noted that our walk through walls capability isn't perfect; it has the following two flaws:
  • NPCs cannot be trasversed. This means that if there is any static NPC in a certain tile of the map, we will be unable to be in that position no matter what, and, therefore, we will be unable to write the byte descirbed by its coordinates.
  • Some warps still have their original effects. Thus, we cannot place ourselves in the tile of a door, for example, because we will be immediately warped to another map (and possibly be left unable to exit it due to the walk through walls effect remaining active).
With this in mind, I analyzed the maps that are have at least a size of 16x16, and chose the Ecruteak City map for the following reasons:
  • There are only two unnaccessible tiles in the top left 16x16 square due to the above reasons, and neither of them ever needs to be used in order to write the Snake program.
  • There are no tiles capable of triggering wild encounters that would have the potential of messing up with the data we've written so far.
  • There is reasonably good tile variety in the top left 16x16 area. If the tiles were very uniform, it would be a lot harder to identify our current coordinates and the process would be far more error-prone.
Image illustrating the byte spelled out by each coordinate of the Ecruteak City map. Tiles
corresponding to bytes 55 and 93 cannot be accessed.
We left an unanswered question in the previous step. Why was DDF3 chosen to write the final program, and what data does it contain? DDF3 through DDFE are the stats of the sixth party Pokemon. Since the final Snake program will be 251 bytes long, it will extend up to address DEEE. This includes the OT (Original Trainer) names of all party Pokemon, the nicknames of all party Pokemon, the Pokedex data corresponding to the seen and caught Pokemon, as well as part of the Unown Pokedex data. Therefore, all this data will become corrupted as we write our program in these memory addresses.
This block of memory was chosen due to being by far the largest usable RAM area that can be preserved by saving the game, and that is not subject to modifications during the procedure invloved in writing the final program. For example, if I had used the full party Pokemon data to store the program (DCDF through DDFE), the happiness values of each Pokemon could change after taking a certain amount of steps, which in turn would've corrupted up to 6 bytes of our program in the process.
As a result, it's essential that, during the execution of Step 6, we do not modify our party Pokemon data in any way, and that we do not perform any action that could affect the Pokedex data. If we stick to moving across the map and opening the bag to use TM17, we'll be completely safe. In addition, it's also safe, as far as the integrity of the final program is concerned, to save and reset the game, as well as to check our party Pokemon or the Pokedex. This can be significantly useful to analyze the progress periodically, in order to compare it with how the affected data looks like in an emulator with the Snake game properly set up. In my case, it proved useful in order to pinpoint an error that I had made in one of the TM17 writes, which I could then fix by making use of the memory editor functionality offered by TM25.
It should be noted that the party data or Pokedex data cannot be used to perfectly describe the payload of our program. For example, the Pokedex won't display caught Pokemon that aren't registered as seen, and, due to the corruption involved in the Pokedex data, this will be the case for many Pokedex entries. In addition, there is always the chance that the unterminated nickname of any party Pokemon crashes the game when its stats page is viewed (the nicknames in the party menu appear as a single ? symbol), so it's more than recommended to save the game before doing so. Furthermore, OT names in the stats page will simply show as a single ? symbol, so it's not possible to contrast this data with that of an emulator.
The way I approached the implementation of the Snake game was to first separate the whole 251-byte load into chunks of 10 bytes. I would write the first chunk, check that the sixth party Pokemon HP reflects the correct value after each chunk (e.g. 10, 20, 30...), and, if so, save the game, and continue with the next chunk. Obviously, the last chunk contained 11 bytes.
Example of how to write the sequence of bytes 01 14 00 3E in Ecruteak
City with TM17, using TM15 first to gain the ability to walk through walls.

Pokemon Crystal Slot Machine Trick

Source code of the Snake game: http://pastebin.com/Uxr8G4t7
Resulting raw bytes, arranged in blocks of 50 bytes and sub-blocks of 10 bytes: http://pastebin.com/srxqYZER

STEP 7 - EXECUTING THE SNAKE GAME OR OUR CUSTOM PROGRAM
Once we are done writing the whole program, we are ready to execute it! In order to achieve this, an arbitrary code execution source to execute code from DDFB (the Snake game's entry point) was needed. Since we don't have any more suitable TMs to execute arbitrary code, reusing one of the three that we have is necessary. Luckily, we were aware of this little problem, and prepared TM17 in Step 5 to adapt to this new functionality quickly. In particular, we wrote its original function with a starting instruction of ld hl, DDFB, which, at the time, seemed pointless. However, we can now turn it into a jp DDFB instruction by just changing a single byte! This is resolved by replacing the 0x21 byte at DA47/FA47 with a 0xC3 byte. Again, we can make use of TM25 for this task:
Personally, I decided to change the box 13 name to the above string, and then save the game before using TM25. This way, TM17 could retain its main functionality in case something went wrong with the Snake game, and a game reset was needed. It turned out that I had made I mistake, but, luckily, I could identify it within the memory area of the Pokedex caught data by contrasting it with the game properly running in an emulator. I fixed it by rewriting the 20 bytes of this program corresponding to the Pokedex caught data again, for which I first used TM25 to change the sixth Pokemon HP back to the corresponding value. In the end, I managed to fix it and get the Snake game running in my Game Boy!
The only way to exit the Snake game, or any given program that we code using this procedure is by turning off the power. However, the next time we will only need to use TM25 followed by TM17 to make the program run again, assuming we saved the game with box 13 renamed to 77oZPkMn.

I don’t add all cheat codes (Gameshark, not Game Genie),
but here’s I’m know and important
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Infinite Money 910f4ed8
Buy Master Ball In Pokemart 9101f1d0
Buy Rare Candy In Pokemart 9120f2d0
Buy PP Up In Pokemart 913ef3d0
Buy NevermeltIce In Pokemart 916bf4d0
Buy Magnet In Pokemart 916cf5d0
Buy Charcoal In Pokemart 918af6d0
Buy Miracle Seed In Pokemart 9175f7d0
Buy Mystic Water In Pokemart 915ff8d0
Buy Sacred Ash In Pokemart 919cf3d0
1 Hit Enemy Kills 910017d2
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Item Modifier Digits Part 1 Item Slots 1 – 17, replace xx with the following digits: 01 Master Ball 02 Ultra Ball 03 BrightPowder 04 Great Ball 05 PokeBall 06 Teru-Sama 07 Bicycle 08 Moon Stone 09 Antidote 0a Burn Heal 0b Ice Heal 0c Awakening 0d Parlyz Heal 0e Full Restore 0f Max Potion 10 Hyper Potion 11 Super Potion 12 Potion 13 Escape Rope 14 Repel 15 Max Elixer 16 Fire Stone 17 ThunderStone 18 Water Stone 1a HP Up 1b Protein 1c Iron 1d Carbos 1e Lucky Punch 1f Calcium 20 Rare Candy 21 X Accuracy 22 Leaf Stone 23 Metal Powder 24 Nugget 25 Poke Doll 26 Full Heal 27 Revive 28 Max Revive 29 Guard Spec 2a Super Repel 2b Max Repel 2c Dire hit 2e Fresh Water 2f Soda Pop 30 Lemonade 31 X Attack 33 X Defend 34 X Speed 35 X Special 36 Coin Case 37 Item Finder 39 Exp Share 3a Old Rod 3b Good Rod 3c Silver Leaf 3d Super Rod 3e PP Up 3f Ether 40 Max Ether 41 Elixer 42 Red Scale 43 SecretPotion 44 S.S. Ticket 45 Mystery Egg 46 Clear Bell 47 Silver Wing 48 Moomoo Milk 49 Quick Claw 4a PsnCureBerry 4b Gold Leaf 4c Soft Sand 4d Sharp Beak 4e PrzCureBerry 4f Burnt Berry 50 Ice Berry 51 Poison Barb 52 King’s Rock 53 Bitter Berry 54 Mint Berry 55 Red Apricorn 56 TinyMushroom 57 Big Mushroom 58 SilverPowder 59 Blu Apricorn 5b Amulet Coin 5c Ylw Apricorn 5d Grn Apricorn 5e Cleanse Tag 5f Mystic Water 60 TwistedSpoon 61 Wht Apricorn 62 Blackbelt 63 Blk Apricorn

Item Modifier Digits Part 2 Item Slots 1 – 17, replace xx with the following digits: 01 65 Pnk Apricorn 66 Blackglasses 67 SlowPoketail 68 Pink Bow 69 Stick 6a Smoke Ball 6b NeverMeltIce 6c Magnet 6d MiracleBerry 6e Pearl 6f Big Pearl 70 Everstone 71 Spell Tag 72 RageCandybar 73 GS Ball 74 Blue Card 75 Miracle Seed 76 Thick Club 77 Focus Band 79 EnergyPowder 7a Enery Root 7b Heal Powder 7c Revival Herb 7d Hard Stone 7e Lucky Egg 7f Card Key 80 Machine Part 81 Egg Ticket 82 Lost Item 83 Stardust 84 Star Piece 85 Basement Key 86 Pass 8a Charcoal 8b Berry Juice 8c Scope Lens 8f Metal Coat 90 Dragon Fang 92 Leftovers 96 MysteryBerry 97 Dragon Scale 98 Berserk Gene 9c Sacred Ash 9d Heavy Ball 9e Flower Mail 9f Level Ball a0 Lure Ball a1 Fast Ball a3 Light Ball a4 Friend Ball a5 Moon Ball a6 Love Ball a7 Normal Box a8 Gorgeous Box a9 Sun Stone aa Polka Dot ac Up-Grade ad Berry ae Gold Berry af SquirtBottle b1 Park Ball b2 Rainbow Wing b4 Brick Piece b5 Suf Mail b6 LiteBlueMail b7 PortraitMail b8 Lovely Mail b9 Eon Mail ba Morph Mail bb BlueSky Mail bc Music Mail bd Mirage Mail bf TM01 c0 TM02 c1 TM03 c2 TM04 c4 TM05 c5 TM06 c6 TM07 c7 TM08 c8 TM09 c9 TM10

Item Modifier Digits Part 3 Item Slots 1 – 17, replace xx with the following digits: ca TM11 cb TM12 cc TM13 cd TM14 ce TM15 cf TM16 d0 TM17 d1 TM18 d2 TM19 d3 TM20 d4 TM21 d5 TM22 d6 TM23 d7 TM24 d8 TM25 d9 TM26 da TM27 db TM28 dd TM29 de TM30 df TM31 e0 TM32 e1 TM32 e2 TM34 e3 TM35 e4 TM36 e5 TM37 e6 TM38 e7 TM39 e8 TM40 e9 TM41 ea TM42 eb TM43 ec TM44 ed TM45 ee TM46 ef TM47 f0 TM48 f1 TM49 f2 TM50 f3 HM01 f4 HM02 f5 HM03 f6 HM04 f7 HM05 f8 HM06 f9 HM07 fa HM08 fb HM09 fc HM10 fd HM11 fe HM12

Item Slot 1 Modifier 91xx93d8

Item Slot 10 Modifier 91xxa5d8

Item Slot 11 Modifier 91xxa7d8

Item Slot 12 Modifier 91xxa9d8

Item Slot 13 Modifier 91xxabd8

Item Slot 14 Modifier 91xxadd8

Item Slot 15 Modifier 91xxafd8

Item Slot 16 Modifier 91xxb1d8

Item Slot 17 Modifier 91xxb3d8

Item Slot 2 Modifier 91xx95d8

Item Slot 3 Modifier 91xx97d8

Item Slot 4 Modifier 91xx99d8

Item Slot 5 Modifier 91xx9bd8

Item Slot 6 Modifier 91xx9dd8

Item Slot 7 Modifier 91xx9fd8

Item Slot 8 Modifier 91xxa1d8

Item Slot 9 Modifier 91xxa3d8

Note:
If you change/modify the item slot 1, 2, 3 or above and if you remove
the code for modifying item, it will remain. You have to reset the
cheat codes or closing the VisualBoy Emulator.
A Ball, Key Pocket, or TM/HM item in your Item Pocket will be unlimited
Example: Master Ball in your Item Pocket

_______________________________________________________________________

Low Game Time 9100c5d4 9100c6d4

Move Modifier Digits Part 1 Attack Modifier for Pkemon 1 thru 6 Slots 1 – 4,
replace xx with the following digits: 01 Pound 02 Karate Chop 03 Doubleslap 04 Comet Punch 05 Mega Punch 06 Pay Day 07 Fire Punch 08 Ice Punch 09 ThunderPunch 0a Scratch 0b
Vicegrip 0c Guillotine 0d Razor Wind 0e Swords Dance 0f Cut 10 Gust 11 Wing Attack 12 WhirlWind 13 Fly 14 Bind 15 Slam 16 Vine Whip 17 Stomp 18 Doublekick 19 Mega Kick 1a Jump Kick 1b RollingKick 1c SoundAttack 1d Headbutt 1e Horn Attack 1f Fury Attack 20 Horn Drill 21 Tackle 22 Body Slam 23 Wrap 24 Take Down 25 Thrash 26 Double Edge 27 Tail Whip 28 Poison Sting 29 Twineedle 2a Pin Missile 2b Leer 2c Bite 2d Growl 2e Roar 2f Sing 30 Supersonic 31 SonicBoom 32 Disable 33 Acid 34 Ember 35 FlameThrower 36 Mist 37 Water Gun 38 Hydro Pump 39 Surf 3a Ice Beam 3b Blizzard 3c Psybeam 3d Bubble Beam 3e Aurora Beam 3f Hyper Beam 40 Peck 41 Drill Peck 42 Submission 43 Low Kick 44 Counter 45 Seismic Toss 46 Strength 47 Absorb 48 Mega Drain 49 Leech Seed 4a Growth 4b Razor Leaf 4c Solarbeam 4d PoisonPowder 4e Stun Spore 4f Sleep Powder 50 Petal Dance 51 String Shot 52 Dragon Rage 53 Fire Spin 54 ThunderShock 55 ThunderBolt 56 Thunder Wave 57 Thunder 58 Rock Throw 59 Earthquake 5a Fissure 5b Dig 5c Toxic 5d Confusion 5e Psychih 5f Hypnosis 60 Meditate 61 Agility 62 Quick Attack 63 Rage 64 Teleport
Move Modifier Digits Part 2 Attack Modifier for Pkemon 1 thru 6 Slots 1 – 4, replace xx with the following digits: 65 Night Shade 66 Mimic 67 Screech 68 Double Team 69 Recover 6a Harden 6b Minimize 6c Smokescreen 6d Confuse Ray 6e Withdraw 6f Defense Curl 70 Barrier 71 Light Screen 72 Reflect 73 Haze 74 Focus Energy 75 Bide 76 Metronome 77 Mirror Move 78 SelfDestruct 79 Egg Bomb 7a Lick 7b Smog 7c Sludge 7d Bone Club 7e Fire Blast 7f Waterfall 80 Clamp 81 Swift 82 Skull Bash 83 Spike Cannon 84 Constrict 85 Amnesia 86 Kenisis 87 SoftBoiled 88 Hi Jump Kick 89 Glare 8a Dream Eater 8b Poison Gas 8c Barrage 8d Leech Life 8e Lovely Kiss 8f Sky Attack 90 Transform 91 Bubble 92 Dizzy Punch 93 Spore 94 Flash 95 Psywave 96 Splash 97 Acid Armor 98 Crabhammer 99 Explosion 9a Fury Swipes 9b Bonemerang 9c Rest 9d Rock Slide 9e Hyper Fang 9f Sharpen a0 Conversion a1 Tri Attack a2 Super Fang a3 Slash a4 Substitute a5 Struggle a6 Sketch a7 Triple Kick a8 Thief a9 Spider Web aa Mind Reader ab Nightmare ac Flame Wheel ad Snore ae Curse af Flail b0 Conversion2 b1 AeroBlast b2 Cotton Spore b3 Reversal b4 Spite b5 Powder Snow b6 Protect b7 Mach Punch b8 Scary Face b9 Faint Attack ba Sweet Kiss bb Belly Drum bc Sludge Bomb bd Mud-Slap be Octazooka bf Spikes c0 Zap Cannon c1 Foresight c2 Destiny Bond c3 Perish Song c4 Icy Wind c5 Detect c6 Bone Rush c7 Lock-On c8 Outrage

Move Modifier Digits Part 3 Attack Modifier for Pkemon 1 thru 6 Slots 1 – 4, replace xx with the following digits: c9 Sandstorm ca Giga Drain cb Endure cc Charm cd Rollout ce False Swipe cf Swagger d0 Milk Drink d1 Spark d2 Fury Cutter d3 Steel Wing d4 Mean Look d5 Attract d6 Sleep Talk d7 Heal Bell d8 Return d9 Present da Frustration db Safeguard dc Pain Split dd Sacred Fire de Magnitude df DynamicPunch e0 Mega Horn e1 Dragonbreath e2 Baton Pass e3 Encore e4 Pursuit e5 Rapid Spin e6 Sweet Scent e7 Iron Tail e8 Metal Claw e9 Vital Throw ea Morning Sun eb Synthesis ec Moonlight ed Hidden Power ee Cross Chop ef Twister f0 Rain Dance f1 Sunny Day f2 Crunch f3 Mirror Coat f4 Psych Up f5 ExtremeSpeed f6 AncientPower f7 Shadow Ball f8 Future Sight f9 Rock Smash fa Whirlpool fb Beat Up

Pkmn1 Max PP 9163f6dc 9163f7dc 9163f8dc 9163f9dc

Pkmn1 Move1 Mod 91xxe1dc

Pkmn1 Move2 Mod 91xxe2dc

Pkmn1 Move3 Mod 91xxe3dc

Pkmn1 Move4 Mod 91xxe4dc

How To Cheat The Slot Machines In Pokemon Crystals

Pkmn2 Max PP 916326dd 916327dd 916328dd 916329dd

Pkmn2 Move1 Mod 91xx11dd

Pkmn2 Move2 Mod 91xx12dd

Pkmn2 Move3 Mod 91xx13dd

Pkmn2 Move4 Mod 91xx14dd

Pkmn3 Max PP 916356dd 916357dd 916358dd 916359dd

Pkmn3 Move1 Mod 91xx41dd

Pkmn3 Move2 Mod 91xx42dd

Pkmn3 Move3 Mod 91xx43dd

Pkmn3 Move4 Mod 91xx44dd

How To Cheat The Slot Machines In Pokemon Crystal Clear

Pkmn4 Max PP 916386dd 916387dd 916388dd 916389dd

Pkmn4 Move1 Mod 91xx71dd

Pkmn4 Move2 Mod 91xx72dd

Pkmn4 Move3 Mod 91xx73dd

Pkmn4 Move4 Mod 91xx74dd

Pkmn5 Max PP 9163b6dd 9163b7dd 9163b8dd 9163b9dd

Pkmn5 Move1 Mod 91xxa1dd

Pkmn5 Move2 Mod 91xxa2dd

Pkmn5 Move3 Mod 91xxa3dd

The

Pkmn5 Move4 Mod 91xxa4dd

Pkmn6 Max PP 9163e6dd 9163e7dd 9163e8dd 9163e9dd

Pkmn6 Move1 Mod 91xxd1dd

Pkmn6 Move2 Mod 91xxd2dd

Pkmn6 Move3 Mod 91xxd3dd

Pkmn6 Move4 Mod 91xxd4dd

Same of the note up there, these code (up) will be remain.

_______________________________________________________________________

Fight Any Wild Defined/Known Pokemon
The Code is “91xx04d2”, replace xx with following digits:

01 Bulbasaur
02 Ivysaur
03 Venusaur
04 Charmander
05 Charmeleon
06 Charizard
07 Squirtle
08 Wartortle
09 Blastoise
0a Caterpie
0b Metapod
0c Butterfree
0d Weedle
0e Kakuna
0f Beedrill
10 Pidgey
11 Pidgeotto
12 Pidgeot
13 Rattata
14 Raticate
15 Spearow
16 Fearow
17 Ekans
18 Arbok
19 Pikachu
1a Raichu
1b Sandshrew
1c Sandslash
1d Nidoran (F)
1e Nidorina
1f Nidoqueen
20 Nidoran (M)
21 Nidorino
22 Nidoking
23 Clefairy
24 Clefable
25 Vulpix
26 Ninetales
27 Jigglypuff
28 Wigglytuff
29 Zubat
2a Golbat
2b Oddish
2c Gloom
2d Vileplume
2e Paras
2f Parasect
30 Venonat
31 Venomoth
32 Diglett
33 Dugtrio
34 Meowth
35 Persian
36 Psyduck
37 Golduck
38 Mankey
39 Primeape
3a Growlithe
3b Arcanine
3c Poliwag
3d Poliwhirl
3e Poliwrath
3f Abra
40 Kadabra
41 Alakazam
42 Machop
43 Machoke
44 Machamp
45 Bellsprout
46 Weepinbell
47 Victreebel
48 Tentacool
49 Tentacruel
4a Geodude
4b Graveler
4c Golem
4d Ponyta
4e Rapidash
4f Slowpoke
50 Slowbro
51 Magnemite
52 Magnetron
53 Farfetch’d
54 Doduo
55 Dodrio
56 Seel
57 Dewgong
58 Grimer
59 Muk
5a Shellder
5b Cloyster
5c Gastly
5d Haunter
5e Gengar
5f Onix
60 Drowzee
61 Hypno
62 Krabby
63 Kingler
64 Voltorb
65 Electrode
66 Exeggcute
67 Exegutor
68 Cubone
69 Marowak
6a Hitmonlee
6b Hitmonchan
6c Lickitung
6d Koffing
6e Weezing
6f Rhyhorn
70 Rhydon
71 Chansey
72 Tangela
73 Kangaskhan
74 Horsea
75 Seadra
76 Goldeen
77 Seaking
78 Staryu
79 Starmie
7a Mr. Mime
7b Scyther
7c Jynx
7d Electabuzz
7e Magmar
7f Pinsir
80 Tauros
81 Magicarp
82 Gyarados
83 Lapras
84 Ditto
85 Eevee
86 Vaporeon
87 Jolteon
88 Flareon
89 Porygon
8a Omanyte
8b Omastar
8c Kabuto
8d Kabutops
8e Aerodactyl
8f Snorlax
90 Articuno
91 Zapdos
92 Moltres
93 Dratini
94 Dragonair
95 Dragonite
96 Mewtwo
97 Mew
98-Chicorita
99-Bayleef
9A-Meganium
9B-Cyndaquil
9C-Quilava
9D-Typlosion
9E-Totodile
9F-Croconaw
A0-Feraligatr
A1-Sentret
A2-furret
A3-Hoothoot
A4-Noctowl
A5-Ledyba
A6-Ledian
A7-Spinarak
A8-Ariados
A9-Crobat
AA-Chinchou
AB-Lanturn
AC-Pichu
AB-Cleffa
AE-Igglybuff
AF-Togepi
B0-Togetic
B1-Natu
B2-Xatu
B3-Mareep
B4-Flaffy
B5-Ampharos
B6-Bellossom
B7-Marill
B8-Azumarill
B9-Sudowoodo
BA-Politoted
BB-Hoppip
BC-Skiploom
BD-Jumpluff
BE-Aipom
BF-Sunkern
C0-Sunflora
C1-Yanma
C2-Wooper
C3-Quagsire
C4-Espeon
C5-Umbreon
C6-Murkrow
C7-Slowking
C8-Misdreaveavus
C9-Unown
CA-Wobbuffet
CB-Girafarig
CC-Pineco
CD-Forretress
CE-Dunsparce
CF-Gligar
D0-Steelix
D1-Snubbull
D2-Granbull
D3-Qwilfish
D4-Scizor
D5-Shuckle
D6-Heracross
D7-Sneasel
D8-Teddiursa
D9-Ursaring
DA-Slugma
DB-Magcargo
DC-Swinub
DD-Piloswine
DE-Corsola
DF-Remoraid
E0-Octillery
E1-Delibird
E2-Mantine
E3-Skarmory
E4-Houndour
E5-Houndoom
E6-Kingdra
E7-Phanby
E8-Donphan
E9-Porygon2
EA-Stantler
EB-Smeargle
EC-Tyrogue
ED-Hitmontop
EE-Smoochum
EF-Elekid
F0-Magby
F1-Miltank
F2-Blissey
F3-Raikou
F4-Entei
F5-Suicune
F6-Larvitar
F7-Pupitar
F8-Tyranitar
F9-Lugia
FA-Ho-oh
FB-Celebi
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NB: These code WAS cheat of GameShark, NOT GameGenie.
I don’t have cheat codes for GameGenie
To open GameShark, its simple. Launch your VisualBoy,
then load Pokemon Crystal English. Click on Optoin menu, click
Cheats, and then you see GameGenie and GameShark, click GameShark.
You’ll open the GameShark, don’t fill the Description (if you don’t
want) and fill the Code with these code (up here) and click Add.
If want remove code, choose the code you want to delete and click
remove. If want remove all code simply, click the Reset button, and
you removed all the code!
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Thanks for looking this cheat code. I hope you all know what I mean in
this cheat code, because I’m was Indonesian people.