Hacking ROM Hack Pokemon Scarlet & Violet Cheat Database

Purple_Heart

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every code (from the zip file) shows up the others not. any help? cheat file size is 30kb
Post automatically merged:

i heard some encounters you dont keep when you catch. is it still like that?
 

Tmofnrev

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It’s crazy the amount of people that want rare candy lol. When there’s “exp candy” from doing raids. Do a few raids. Get 5+ exp candies. Use edizon to search that #. Go back in game. Use a few. Do another search (it will take a while. Not frozen) find the new number and freeze it

The game lets you use multi item of the same item on a Pokémon. So you can level up quick with out rare candy.
And like why the rush for rare candy like why even play the game maybe to get them to evolve real quick but just Do a few raids? Are you just gonna blast all your mons to 100? I don't get it
 

ReZeroEmiria

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Ok here an updated Encounter code, this time i edit the pml:: pokepara::InitialSpec structure instead of the pokemon directly, this should fix the ability and level issues.
As a bonus i used a code cave to store the data, so you can now edit it using hex values instead of asm codes.

Default Value is a Lv1 Evoli.
04000000 03075530 00000085 //dex id
04000000 03075534 00000000 //form id
04000000 03075538 00000000 //item id
04000000 0307553C 00000001 //level

source code:
Code:
.text:0000000000D0A610 BC AB 8D 14                 B               loc_3075500 //jump to code cave

Cave:0000000003075500             ; START OF FUNCTION CHUNK FOR pml::pokepara::Factory::InitCoreData(pml::pokepara::CoreData *,pml::pokepara::InitialSpec const&)
Cave:0000000003075500
Cave:0000000003075500             loc_3075500                             ; CODE XREF: pml::pokepara::Factory::InitCoreData(pml::pokepara::CoreData *,pml::pokepara::InitialSpec const&)+F8↑j
Cave:0000000003075500 81 01 00 18                 LDR             W1, =0x85
Cave:0000000003075504 E1 63 00 79                 STRH            W1, [SP,#0xB0+spec_copy.monsno]
Cave:0000000003075508 61 01 00 18                 LDR             W1, =0x0
Cave:000000000307550C E1 67 00 79                 STRH            W1, [SP,#0xB0+spec_copy.formno]
Cave:0000000003075510 41 01 00 18                 LDR             W1, =0x0
Cave:0000000003075514 E1 6B 00 79                 STRH            W1, [SP,#0xB0+spec_copy.itemno]
Cave:0000000003075518 21 01 00 18                 LDR             W1, =0x1
Cave:000000000307551C E1 DB 00 39                 STRB            W1, [SP,#0xB0+spec_copy.level]
Cave:0000000003075520 88 22 40 39                 LDRB            W8, [X20,#8] //original code
Cave:0000000003075524 3C 54 72 17                 B               loc_D0A614 //return
Cave:0000000003075524             ; END OF FUNCTION CHUNK FOR pml::pokepara::Factory::InitCoreData(pml::pokepara::CoreData *,pml::pokepara::InitialSpec const&)
Cave:0000000003075524             ; ---------------------------------------------------------------------------
Cave:0000000003075528 00 00 00 00                 DCD 0
Cave:000000000307552C 00 00 00 00                 DCD 0
Cave:0000000003075530 85 00 00 00 dword_3075530   DCD 0x85                ; DATA XREF: pml::pokepara::Factory::InitCoreData(pml::pokepara::CoreData *,pml::pokepara::InitialSpec const&):loc_3075500↑r
Cave:0000000003075534 00 00 00 00 dword_3075534   DCD 0x00                ; DATA XREF: pml::pokepara::Factory::InitCoreData(pml::pokepara::CoreData *,pml::pokepara::InitialSpec const&)+236AFF0↑r
Cave:0000000003075538 00 00 00 00 dword_3075538   DCD 0x00                ; DATA XREF: pml::pokepara::Factory::InitCoreData(pml::pokepara::CoreData *,pml::pokepara::InitialSpec const&)+236AFF8↑r
Cave:000000000307553C 01 00 00 00 dword_307553C   DCD 0x01                ; DATA XREF: pml::pokepara::Factory::InitCoreData(pml::pokepara::CoreData *,pml::pokepara::InitialSpec const&)+236B000↑r


Code:
[Encounter Mod Off (v1.0.1)]
04000000 00D0A610 39402288

[Encounter Mod On (v1.0.1)]
04000000 00D0A610 148DABBC
04000000 03075500 18000181
04000000 03075504 790063E1
04000000 03075508 18000161
04000000 0307550C 790067E1
04000000 03075510 18000141
04000000 03075514 79006BE1
04000000 03075518 18000121
04000000 0307551C 3900DBE1
04000000 03075520 39402288
04000000 03075524 1772543C
04000000 03075530 00000085
04000000 03075534 00000000
04000000 03075538 00000000
04000000 0307553C 00000001

[Default Encounter (v1.0.1)]
04000000 03075500 D503201F
04000000 03075504 D503201F
04000000 03075508 D503201F
04000000 0307550C D503201F

[Encounter #004 Charmander (v1.0.1)]
08000000 03075530 0000000000000004
[Encounter #133 Evoli (v1.0.1)]
08000000 03075530 0000000000000085
[Encounter #151 Mew (v1.0.1)]
08000000 03075530 0000000000000097
[Encounter #228 Houndour (v1.0.1)]
08000000 03075530 00000000000000E4
[Encounter #447 Riolu (v1.0.1)]
08000000 03075530 00000000000001BF
[Encounter #906 Sprigatito (v1.0.1)]
08000000 03075530 000000000000038A
[Encounter #909 Fuecoco (v1.0.1)]
08000000 03075530 000000000000038D
[Encounter #912 Quaxly (v1.0.1)]
08000000 03075530 0000000000000390

[Encounter Item None (v1.0.1)]
04000000 03075538 00000000
[Encounter Item Masterball (v1.0.1)]
04000000 03075538 00000001

[Encounter Lv 10 (v1.0.1)]
04000000 0307553C 0000000A
[Encounter Lv 20 (v1.0.1)]
04000000 0307553C 00000014
[Encounter Lv 30 (v1.0.1)]
04000000 0307553C 0000001E
[Encounter Lv 40 (v1.0.1)]
04000000 0307553C 00000028
[Encounter Lv 50 (v1.0.1)]
04000000 0307553C 00000032
[Encounter Lv 60 (v1.0.1)]
04000000 0307553C 0000003C
[Encounter Lv 70 (v1.0.1)]
04000000 0307553C 00000046
[Encounter Lv 80 (v1.0.1)]
04000000 0307553C 00000050
[Encounter Lv 90 (v1.0.1)]
04000000 0307553C 0000005A
[Encounter Lv 100 (v1.0.1)]
04000000 0307553C 00000064

//edit: fixed a bug with the values, sorry ^^
//edit2: added Default Encounter code

Note: [Encounter Mod On (v1.0.1)] must be on for these codes to work!

I understand that
[Encounter Mod On (v1.0.1)]

must be on and then you replace values to match the Pokemon you want to spawn , but I have a question, what is
the [Default Encounter (v1.0.1)] used for?
Also do you have a way to choose gender male/female/genderless v1.0.1?

Will these codes be ports to version 1.0.0 as well? Just wondering.
 

alexj9626

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Any cheat to set "Lets go" mode steps to 1000, for Pawmo? I have been running and then leveling up for hours and it dosnt evolve.
 

Chaosta

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I understand that
[Encounter Mod On (v1.0.1)]

must be on and then you replace values to match the Pokemon you want to spawn , but I have a question, what is
the [Default Encounter (v1.0.1)] used for?
Also do you have a way to choose gender male/female/genderless v1.0.1?

Will these codes be ports to version 1.0.0 as well? Just wondering.
Encounter code on + default encounter makes normal spawns happen when using in conjuction with item drop code. Other wise you just get all eevees or w.e pokemon you set
 

Falo

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I understand that
[Encounter Mod On (v1.0.1)]

must be on and then you replace values to match the Pokemon you want to spawn , but I have a question, what is
the [Default Encounter (v1.0.1)] used for?
Also do you have a way to choose gender male/female/genderless v1.0.1?

Will these codes be ports to version 1.0.0 as well? Just wondering.

For people who still don't get how the code works:
- the ON code sets up a code cave that stores a piece of code that modifies how pokemon are generated
- after activating the ON code, deactivate it to avoid conflicts with the other codes (it will stay active in memory until you restart the game)
- then you can use the other codes to modify encounter id / form / hold item / level
- the "Default Encounter" disables the part of the original ON code to only modify hold item and level if you want normal pokemon to spawn at specific levels / with specific items
- the encounter item code is for hold items, not to change any item spawns...
 

ReZeroEmiria

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Encounter code on + default encounter makes normal spawns happen when using in conjuction with item drop code. Other wise you just get all eevees or w.e pokemon you set
For people who still don't get how the code works:
- the ON code sets up a code cave that stores a piece of code that modifies how pokemon are generated
- after activating the ON code, deactivate it to avoid conflicts with the other codes (it will stay active in memory until you restart the game)
- then you can use the other codes to modify encounter id / form / hold item / level
- the "Default Encounter" disables the part of the original ON code to only modify hold item and level if you want normal pokemon to spawn at specific levels / with specific items
- the encounter item code is for hold items, not to change any item spawns...

Thank you for the clarification , much appreciated!
I've been using these Gender codes

[Encounter Female (v1.0.0)]
04000000 00CD259C 52800021

[Encounter Male (v1.0.0)]
04000000 00CD259C 52800001

[Encounter Genderless (v1.0.0)]
04000000 00CD259C 52800041

Is there a 1.0.1 port for these?
 

reiplay

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I can't fully test the IV code, as I don't have any way to see IVs right now and I'm not rushing through the game just to get it, but this code (adapted from Sword) should give you all IVs 31:

Code:
[6IV On]
04000000 00D0AB20 528003E1
04000000 00D0AB2C 528003E1
04000000 00D0AB38 528003E1
04000000 00D0AB44 528003E1
04000000 00D0AB50 528003E1
04000000 00D0AB5C 528003E1

[6IV Off]
04000000 00D0AB20 394103E1
04000000 00D0AB2C 39410BE1
04000000 00D0AB38 394113E1
04000000 00D0AB44 39411BE1
04000000 00D0AB50 394123E1
04000000 00D0AB5C 39412BE1

And these are the codes for nature:

Code:
[Nature Off (1.0.1)]
04000000 00D0AAB4 794077E1
04000000 00D0AAC0 79407BE1

[(None) Hardy (1.0.1)]
04000000 00D0AAB4 52800001
04000000 00D0AAC0 52800001

[(+Atk, -Def) Lonely (1.0.1)]
04000000 00D0AAB4 52800021
04000000 00D0AAC0 52800021

[(+Atk, -Spd) Brave (1.0.1)]
04000000 00D0AAB4 52800041
04000000 00D0AAC0 52800041

[(+Atk, -SAtk) Adamant (1.0.1)]
04000000 00D0AAB4 52800061
04000000 00D0AAC0 52800061

[(+Atk, -SDef) Naughty (1.0.1)]
04000000 00D0AAB4 52800081
04000000 00D0AAC0 52800081

[(+Def, -Atk) Bold (1.0.1)]
04000000 00D0AAB4 528000A1
04000000 00D0AAC0 528000A1

[(None) Docile (1.0.1)]
04000000 00D0AAB4 528000C1
04000000 00D0AAC0 528000C1

[(+Def, -Spd) Relaxed (1.0.1)]
04000000 00D0AAB4 528000E1
04000000 00D0AAC0 528000E1

[(+Def, -SAtk) Impish (1.0.1)]
04000000 00D0AAB4 52800101
04000000 00D0AAC0 52800101

[(+Def, -SDef) Lax (1.0.1)]
04000000 00D0AAB4 52800121
04000000 00D0AAC0 52800121

[(+Spd, -Atk) Timid (1.0.1)]
04000000 00D0AAB4 52800141
04000000 00D0AAC0 52800141

[(+Spd, -Def) Hasty (1.0.1)]
04000000 00D0AAB4 52800161
04000000 00D0AAC0 52800161

[(None) Serious (1.0.1)]
04000000 00D0AAB4 52800181
04000000 00D0AAC0 52800181

[(+Spd, -SAtk) Jolly (1.0.1)]
04000000 00D0AAB4 528001A1
04000000 00D0AAC0 528001A1

[(+Spd, -SDef) Naive (1.0.1)]
04000000 00D0AAB4 528001C1
04000000 00D0AAC0 528001C1

[(+SAtk, -Atk) Modest (1.0.1)]
04000000 00D0AAB4 528001E1
04000000 00D0AAC0 528001E1

[(+SAtk, -Def) Mild (1.0.1)]
04000000 00D0AAB4 52800201
04000000 00D0AAC0 52800201

[(+SAtk, -Spd) Quiet (1.0.1)]
04000000 00D0AAB4 52800221
04000000 00D0AAC0 52800221

[(None) Bashful (1.0.1)]
04000000 00D0AAB4 52800241
04000000 00D0AAC0 52800241

[(+SAtk, -SDef) Rash (1.0.1)]
04000000 00D0AAB4 52800261
04000000 00D0AAC0 52800261

[(+SDef, -Atk) Calm (1.0.1)]
04000000 00D0AAB4 52800281
04000000 00D0AAC0 52800281

[(+SDef, -Def) Gentle (1.0.1)]
04000000 00D0AAB4 528002A1
04000000 00D0AAC0 528002A1

[(+SDef, -Spd) Sassy (1.0.1)]
04000000 00D0AAB4 528002C1
04000000 00D0AAC0 528002C1

[(+SDef, -SAtk) Careful (1.0.1)]
04000000 00D0AAB4 528002E1
04000000 00D0AAC0 528002E1

[(None) Quirky (1.0.1)]
04000000 00D0AAB4 52800301
04000000 00D0AAC0 52800301
how do i know if the 6IV code worked? is there a IV checker in game?
 

serenity42

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How did you get 999 are you on emulator?
Switch Atmosphere. After getting the eevees to spawn with rare candy I caught enough to have 3 then used edizon to find the value and gave myself 999.

u get 999 by using edizon right?

Correct. I did it with 3 rare candies. Took a half dozen searches so might be worth doing it with more than 3 to maybe make it quicker.

Has anyone found the name rater, move relearner, or the hyper training guy ?

Name rater and move relearner are no longer things. You can change name and relearn moves from the pokemon screen.
 

Chaosta

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Took a sec to Figure out but when switching to a different item modifier, fly to a pokemon center to reset wild area spawns, other wise might not get right item
 

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dsrules

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Updated codes and cheat builds on main post to page 50 :) i left off a few more broken codes like the item code shawn made just to avoid people potentially breaking saves if they dont read up on how to use it correctly.
Post automatically merged:


yes. rough 100 codes provided they arent large codes.
you didn't include the game speed cheats
 

Falo

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[Encounter Female (v1.0.0)]
04000000 00CD259C 52800021

[Encounter Male (v1.0.0)]
04000000 00CD259C 52800001

[Encounter Genderless (v1.0.0)]
04000000 00CD259C 52800041

Is there a 1.0.1 port for these?
v1.0.1 address is 0xD0AACC

[Encounter Female (v1.0.1)]
04000000 00D0AACC 52800021
[Encounter Male (v1.0.1)]
04000000 00D0AACC 52800001
[Encounter Genderless (v1.0.1)]
04000000 00D0AACC 52800041

I didn't add a gender code to the encounter modifier to let the game handle it, so this code should not be needed unless you want to force a gender.

Well here the other values in the function:
Code:
.text:0000000000D0AA60 E1 1B 40 B9                 LDR             W1, [SP,#0xB0+spec_copy.personalRnd] ; Encryption ID
.text:0000000000D0AA6C E1 2B 40 B9                 LDR             W1, [SP,#0xB0+spec_copy.id] ; Pokemon ID
.text:0000000000D0AA78 E1 23 40 B9                 LDR             W1, [SP,#0xB0+spec_copy.rareRnd] ; Secret ID
.text:0000000000D0AA84 E1 63 40 79                 LDRH            W1, [SP,#0xB0+spec_copy.monsno] ; Dex Id
.text:0000000000D0AA90 E1 67 40 79                 LDRH            W1, [SP,#0xB0+spec_copy.formno] ; Form Id
.text:0000000000D0AA9C E1 6B 40 79                 LDRH            W1, [SP,#0xB0+spec_copy.itemno] ; Hold Item Id
.text:0000000000D0AAA8 E1 DB 40 39                 LDRB            W1, [SP,#0xB0+spec_copy.level] ; Current Level
.text:0000000000D0AAB4 E1 77 40 79                 LDRH            W1, [SP,#0xB0+spec_copy.seikaku] ; Nature
.text:0000000000D0AAC0 E1 7B 40 79                 LDRH            W1, [SP,#0xB0+spec_copy.seikakuHosei] ; Nature2
.text:0000000000D0AACC E1 E3 40 39                 LDRB            W1, [SP,#0xB0+spec_copy.sex] ; Gender
.text:0000000000D0AAD8 E1 DB 40 39                 LDRB            W1, [SP,#0xB0+spec_copy.level] ; Catch Level
.text:0000000000D0AAE8 E1 03 1F 2A                 MOV             W1, WZR ; Game Version, pointless to edit, because it gets overwritten by the catch code
.text:0000000000D0AB20 E1 03 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.talentPower] ; IV Hp
.text:0000000000D0AB2C E1 0B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.talentPower+2] ; IV Atk
.text:0000000000D0AB38 E1 13 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.talentPower+4] ; IV Def
.text:0000000000D0AB44 E1 1B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.talentPower+6] ; IV SpAtk
.text:0000000000D0AB50 E1 23 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.talentPower+8] ; IV SpDef
.text:0000000000D0AB5C E1 2B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.talentPower+0xA] ; IV Agi
.text:0000000000D0AB68 E1 33 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.effortPower] ; EV Hp
.text:0000000000D0AB74 E1 3B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.effortPower+2] ; EV Atk
.text:0000000000D0AB80 E1 43 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.effortPower+4] ; EV Def
.text:0000000000D0AB8C E1 4B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.effortPower+6] ; EV SpAtk
.text:0000000000D0AB98 E1 53 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.effortPower+8] ; EV SpDef
.text:0000000000D0ABA4 E1 5B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.effortPower+0xA] ; EV Agi
.text:0000000000D0AC00 E1 03 00 2A                 MOV             W1, W0 //Ability ID
.text:0000000000D0AC48 E1 93 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.var_4C] ; unknown
.text:0000000000D0AC54 E1 97 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.var_4B] ; unknown
.text:0000000000D0AD00 01 79 69 B8                 LDR             W1, [X8,X9,LSL#2] ; EXP (used to calculated the real level)
.text:0000000000D0AD0C E1 83 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.var_50] ; unknown
.text:0000000000D0AD18 E1 7B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.var_52] ; unknown
.text:0000000000D0AD24 E1 8B 41 39                 LDRB            W1, [SP,#0xB0+spec_copy.var_4E] ; unknown
two of the unknown values are weight and height, but without a decrypted pkm file i can only make guesses right now.
 

Misledz

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So fair warning on this, if you have encounter codes turned on and your pokemon evolves, it ends up learning a move from that encounter pokemons pool, my charmeleon learned thundershock at 16 cause I set the encounter to jolteon
 

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