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RAM Writer Usage Guide in Pokémon Red/Green/Blue/Yellow (JP)

This is a translation of the original article:

📄Arrow icon of a page linkポケットモンスター 赤・緑・青・ピカチュウ バイナリエディタ 使い方

It was mostly processed by Notion AI.

This article is about how to use the RAM Writer in Pokémon Red, Green, Blue, and Yellow. It does not work with non-Japanese versions. It is assumed that you have installed the RAM Writer in Pokémon Red, Green, Blue, and Yellow. Please refer to the following guides for RAM Writer installation. Note that we do not guarantee compatibility with installations made by other methods.

Change Value

Party Pokémon

Moves

The moves of the first Pokémon in your party are stored in the address D133-D136. You can change the moves by changing these values. Note that PP will not change. For example, setting the values to 01 02 03 04 will give the Pokémon the moves Pound, Karate Chop, Double Slap, and Comet Punch. Use the following to search for what values correspond with specific moves.

Original Trainer ID (OT ID)

The Original Trainer ID of the first Pokémon in your party is stored in addresses D137 and D138. You can change the OT ID by changing these values between 00000-65535 converted to hexadecimal numbers. For example, setting the values to 59 0C will set the OT ID to 22796.

Stat Experience

The stat experience of the first Pokémon in your party is stored in addresses D13C-D145. You can change the stat experience by changing these values. For example, setting all values to FF will maximize the stat experience. After changing the values, the status is recalculated by sending the Pokémon to the PC. These 10 addresses store HP, Attack, Defense, Speed, and Special in two pairs.

DVs

The DVs of the first Pokémon in your party are stored in addresses D146 and D147. You can change the DVs by changing these values. For example, setting the values to FF FF will maximize the DVs. After changing the values, the status is recalculated by sending the Pokémon to the PC.

Move PP

The first party Pokémon's move PP is stored in addresses D148-D14B. For example, setting the values to C0 will maximize PP with three PP Ups.

Addresses related to the Pokémon in your possession
1st Pokémon 2nd Pokémon 3rd Pokémon 4th Pokémon 5th Pokémon 6th Pokémon
Party Count D123
Party Species D124 D125 D126 D127 D128 D129
Paty End D12A
Species D12B D157 D183 D1AF D1DB D207
Current HP Upper D12C D158 D184 D1B0 D1DC D208
Current HP Lower D12D D159 D185 D1B1 D1DD D209
Box Level D12E D15A D186 D1B2 D1DE D20A
Status Condition D12F D15B D187 D1B3 D1DF D20B
Type 1 D130 D15C D188 D1B4 D1E0 D20C
Type 2 D131 D15D D189 D1B5 D1E1 D20D
Capture rate D132 D15E D18A D1B6 D1E2 D20E
Move 1 D133 D15F D18B D1B7 D1E3 D20F
Move 2 D134 D160 D18C D1B8 D1E4 D210
Move 3 D135 D161 D18D D1B9 D1E5 D211
Move 4 D136 D162 D18E D1BA D1E6 D212
OT ID Upper D137 D163 D18F D1BB D1E7 D213
OT ID Lower D138 D164 D190 D1BC D1E8 D214
Exp Upper D139 D165 D191 D1BD D1E9 D215
Exp Middle D13A D166 D192 D1BE D1EA D216
Exp Lower D13B D167 D193 D1BF D1EB D217
HP Exp Upper D13C D168 D194 D1C0 D1EC D218
HP Exp Lower D13D D169 D195 D1C1 D1ED D219
Attack Exp Upper D13E D16A D196 D1C2 D1EE D21A
Attack Exp Lower D13F D16B D197 D1C3 D1EF D21B
Defense Exp Upper D140 D16C D198 D1C4 D1F0 D21C
Defense Exp Lower D141 D16D D199 D1C5 D1F1 D21D
Speed Exp Upper D142 D16E D19A D1C6 D1F2 D21E
Speed Exp Lower D143 D16F D19B D1C7 D1F3 D21F
Special Exp Upper D144 D170 D19C D1C8 D1F4 D220
Special Exp Lower D145 D171 D19D D1C9 D1F5 D221
Attack/Defense DVs D146 D172 D19E D1CA D1F6 D222
Speed/Special DVs D147 D173 D19F D1CB D1F7 D223
Move 1 PP D148 D174 D1A0 D1CC D1F8 D224
Move 2 PP D149 D175 D1A1 D1CD D1F9 D225
Move 3 PP D14A D176 D1A2 D1CE D1FA D226
Move 4 PP D14B D177 D1A3 D1CF D1FB D227
Level D14C D178 D1A4 D1D0 D1FC D228
Max HP Upper D14D D179 D1A5 D1D1 D1FD D229
Max HP Lower D14E D17A D1A6 D1D2 D1FE D22A
Attack Upper D14F D17B D1A7 D1D3 D1FF D22B
Attack Lower D150 D17C D1A8 D1D4 D200 D22C
Defense Upper D151 D17D D1A9 D1D5 D201 D22D
Defense Lower D152 D17E D1AA D1D6 D202 D22E
Speed Upper D153 D17F D1AB D1D7 D203 D22F
Speed Lower D154 D180 D1AC D1D8 D204 D230
Special Upper D155 D181 D1AD D1D9 D205 D231
Special Lower D156 D182 D1AE D1DA D206 D232
OT Name 1st D233 D239 D23F D245 D24B D251
OT Name 2nd D234 D23A D240 D246 D24C D252
OT Name 3rd D235 D23B D241 D247 D24D D253
OT Name 4th D236 D23C D242 D248 D24E D254
OT Name 5th D237 D23D D243 D249 D24F D255
OT Name End D238 D23E D244 D24A D250 D256
Nickname 1st D257 D25D D263 D269 D26F D275
Nickname 2nd D258 D25E D264 D26A D270 D276
Nickname 3rd D259 D25F D265 D26B D271 D277
Nickname 4th D25A D260 D266 D26C D272 D278
Nickname 5th D25B D261 D267 D26D D273 D279
Nickname End D25C D262 D268 D26E D274 D27A

Item

Second Item ID and Quantity
Type and number of second instruments

The second item's ID is stored in address D2A4. The quantity is stored at D2A5. You can change these values to change the ID and quantity of the second item. For example, setting the values to 28 63 will give you 99 Rare Candies. Use the following to search for what values correspond with specific items.

Addresses for items
ID Quantity
Number of Items D2A1
1st Item D2A2 D2A3
2nd Item D2A4 D2A5
3rd Item D2A6 D2A7
4th Item D2A8 D2A9
5th Item D2AA D2AB
6th Item D2AC D2AD
7th Item D2AE D2AF
8th Item D2B0 D2B1
9th Item D2B2 D2B3
10th Item D2B4 D2B5
11th Item D2B6 D2B7
12th Item D2B8 D2B9
13th Item D2BA D2BB
14th Item D2BC D2BD
15th Item D2BE D2BF
16th Item D2C0 D2C1
17th Item D2C2 D2C3
18th Item D2C4 D2C5
19th Item D2C6 D2C7
20th Item D2C8 D2C9
Item End D2CA

Other

Walking Through Walls

By setting the contents of address CD38 to 02, it is possible to walk through walls. If you exit the boundary of the current map, you will enter an invalid map. Be aware that attempting to load an invalid map may freeze and corrupt the data in the file. In particular, you must set the contents of address CD38 to 01 before exiting the building, as hit detection is used to exit the building.

Encounter Pokémon

You can encounter Pokémon according to the contents of address D036 by closing the menu after changing the contents of the address D036. The level of the Pokémon that appears corresponds to address D0EC, and by changing the contents of this address, you can set the level of the Pokémon you want. Note that if you enter invalid contents into address D036, the application may freeze when a Pokémon appears, so use with caution. If you want to obtain Pokémon, it is recommended that you run an “Obtaining Pokémon” program which will be introduced later.

Repel Effect

The number of steps remaining in the Repel Effect is stored in address D0B8. By setting this value to FF, the number of steps remaining for the Repel Effect will be 255.

Money

Money is stored in addresses D2CB-D2CD. For example, setting the values to 99 99 99 will give you 999999 yen.

Badges

Badges are stored in address D2D5. Setting this value to FF will give you all badges, allowing you to use all field moves.

Player ID

The player ID is stored in address D2D8 and D2D9. You can change these values to change the player ID. Convert any number between 00000 and 65535 to hexadecimal to set the desired ID. For example, setting the values to 59 0C will set the player ID to 22796.

Game Corner Coins

Game Corner Coins are stored in address D523 and D524. For example, setting these values to 99 99 will give you 9999 coins.

Fly destinations

Fly destinations are stored in address D68A and D68B. Setting the values to FF 07 will unlock all Fly destinations.

Running Custom Programs

Name Changes

Player name

You can change the player’s name by executing the following program.

Red v1.0

06 01 21 D9 68 CD 20 36 CD 86 1B C3 EE 3D

Green v1.0

06 01 21 DA 68 CD 20 36 CD 86 1B C3 EE 3D

Red v1.1(VC)

06 01 21 7E 68 CD 0E 36 CD 74 1B C3 DC 3D

Green v1.1(VC)

06 01 21 7F 68 CD 0E 36 CD 74 1B C3 DC 3D

Blue

06 01 21 EC 69 CD 36 36 CD CF 30 C3 02 3E

Yellow v1.0

06 01 21 5F 67 CD 7D 3E CD FD 2F C3 CD 3D

Yellow v1.1~v1.3(VC)

06 01 21 5F 67 CD 7E 3E CD 02 30 C3 CE 3D

The player’s name can also be directly changed by changing the values in addresses D11D-D122.

Rival name

You can change the rival’s name by executing the following program.

Red v1.0

06 01 21 2D 69 CD 20 36 CD 86 1B C3 EE 3D

Green v1.0

06 01 21 2E 69 CD 20 36 CD 86 1B C3 EE 3D

Red v1.1(VC)

06 01 21 D2 68 CD 0E 36 CD 74 1B C3 DC 3D

Green v1.1(VC)

06 01 21 D3 68 CD 0E 36 CD 74 1B C3 DC 3D

Blue

06 01 21 40 6A CD 36 36 CD CF 30 C3 02 3E

Yellow v1.0

06 01 21 B3 67 CD 7D 3E CD FD 2F C3 CD 3D

Yellow v1.1~v1.3(VC)

06 01 21 B3 67 CD 7E 3E CD 02 30 C3 CE 3D

The rival’s name can also be directly changed by changing the values in addresses D2CE-D2D3.

Nickname of Party Pokémon

You can set the nickname for the party Pokémon by executing the following program. By changing 00 to 01 02 03 04 05 in the program, you can determine the nicknames of the 2nd, 3rd, 4th, 5th, and 6th Pokémon in your party, respectively.

Red v1.0

AF 47 C6 00 EA 79 CF 0E 01 21 24 D1 CD D1 3A 7E
EA 78 CF 06 01 21 FA 64 C3 20 36

Green v1.0

AF 47 C6 00 EA 79 CF 0E 01 21 24 D1 CD D1 3A 7E
EA 78 CF 06 01 21 FB 64 C3 20 36

Red v1.1(VC)

AF 47 C6 00 EA 79 CF 0E 01 21 24 D1 CD BF 3A 7E
EA 78 CF 06 01 21 9F 64 C3 0E 36

Green v1.1(VC)

AF 47 C6 00 EA 79 CF 0E 01 21 24 D1 CD BF 3A 7E
EA 78 CF 06 01 21 A0 64 C3 0E 36

Blue

AF 47 C6 00 EA 79 CF 0E 01 21 24 D1 CD E5 3A 7E
EA 78 CF 06 01 21 0D 66 C3 36 36

Yellow v1.0

AF 47 C6 00 EA 79 CF 0E 01 21 24 D1 CD 95 3A 7E
EA 78 CF 06 01 21 81 63 C3 7D 3E

Yellow v1.1~v1.3(VC)

AF 47 C6 00 EA 79 CF 0E 01 21 24 D1 CD 96 3A 7E
EA 78 CF 06 01 21 81 63 C3 7E 3E

The party Pokémon nicknames can also be directly changed by changing the values in addresses D257-D27A.

Reappear Pokémon

The following Pokémon can be made to reappear by executing the following program.

Articuno
21 01 D8 CB 96 21 41 D5 CB 9E C9
Zapdos
21 53 D7 CB 8E 21 2F D5 CB AE C9
Moltres
21 6D D7 CB B6 21 30 D5 CB 9E C9
Mewtwo
21 DE D7 CB 8E 21 3F D5 CB 8E C9

Reset Eevee's Monster Ball

You can reappear Eevee's Monster Ball in the Tamamushi Mansion rooftop room by executing the following program.

21 2D D5 CB AE C9

Obtaining Pokémon

You can obtain any Pokémon at any level by executing the following program. 05 and 15 in the program correspond to the Pokémon's level and species, respectively, and you can the Pokémon and level by changing this part. Use the following to search for what values correspond with specific pokémon.

Red/Green v1.0

01 05 15 C3 78 3E

Red/Green v1.1(VC)

01 05 15 C3 66 3E

Blue

01 05 15 C3 8C 3E

Yellow v1.0

01 05 15 C3 52 3E

Yellow v1.1~v1.3

01 05 15 C3 53 3E

Trade Evolution

Red, Green, Blue

You can evolve Pokémon that normally require trading by executing the following program. This will bring up a Pokémon selection screen. Select Kadabra, Machoke, Graveler or Haunter to evolve. Note that evolving a Pokémon will reduce the number of "なかよしバッヂ" by one.

Red/Green v1.0

AF C6 32 EA F0 D0 C8 CD 77 5B CD 9B 0D CD 86 1B
CD EE 3D AF 18 ED

Red/Green v1.1(VC)

AF C6 32 EA F0 D0 C8 CD 77 5B CD 89 0D CD 74 1B
CD DC 3D AF 18 ED

Blue

AF C6 32 EA F0 D0 C8 CD 9E 5B CD CF 30 CD 02 3E
CD E7 22 AF 18 ED
Blue, Yellow

You can evolve the last party Pokémon by executing the following program. If the last party Pokémon is not Kadabra, Machoke, Graveler, or Haunter, executing the program will have no effect.

Blue

06 05 21 83 7D CD 36 36 06 1C 21 FC 60 C3 36 36

Yellow v1.0

3E 1C CD 8B 3E CD 2B 5D C3 3C 5C

Yellow v1.1~v1.3(VC)

3E 1C CD 8C 3E CD 2B 5D C3 3C 5C

Pokédex

You can complete the Pokédex by executing the following program.

Red/Green v1.0

3E FF 01 25 00 21 7B D2 CD 2A 37 3E 7F 77 EA 8D
D2 C9

Red/Green v1.1(VC)

3E FF 01 25 00 21 7B D2 CD 18 37 3E 7F 77 EA 8D
D2 C9

Blue

3E FF 01 25 00 21 7B D2 CD 40 37 3E 7F 77 EA 8D
D2 C9

Yellow v1.0

3E FF 01 25 00 21 7B D2 CD C6 16 3E 7F 77 EA 8D
D2 C9

Yellow v1.1~v1.3(VC)

3E FF 01 25 00 21 7B D2 CD CC 16 3E 7F 77 EA 8D
D2 C9

References