The best way to test what you've learned is to apply it in practice, in my opinion. Go try to do something interesting with your ROM that requires ASM- the most reasonable task would probably be to implement a custom ability.
Sorry to bother you again, but I forgot to ask you something. You also know ASM, right? Because recently I myself learned.
But now, I do not know how to value what I learned.
Would you have little exercises or something like that to offer me, please?
Did you expand the habitat data? I'm not sure what's causing your issue but that's the only thing I can think of- if something isn't in the habitat tables the game just displays an arbitrary entry when you catch it. They're documented for English FR here: http://www.pokecommunity.com/showpos...4&postcount=75
I am a French hacker. I managed expander number of Pokémon and their Dex entries in a totally different way from you. But against, I have a problem when I capture a new Pokémon without seeing or capturing former, the game starts to crash after it is written "" buffer's data add into the pokedex "(Literary Translation French ). And when I see a Pokemon, then I catch a new Pokémon, after it is written "buffer's data add into the pokedex" (Literary Translation French), his entrie the dex is that of the old Pokémon that I view.
So I ask myself a question: Can you test to see if you too this bug occurs or if it's just me
who forgot to do something?
Therefore, I started to write an ASM routine to ensure that these Pokémon are already captured after the Ball was "emprisoné" but it would be long enough to finish; 649 Pokémon ≈ 81 bytes = 8 bytes Pokémon = FF combinations of different Pokémon by various bytes = 255 for use in the ASM code label. Otherwise, I may have another idea but I expect you to answer me to see that.
In the English version, there's a function at x104AB0 that manages the pokedex flags. Given an species in r0 and a value in r1, the function either checks or sets a caught or seen flag. The function begins with 0C 20 96 E2 30 31 00 03 0A 4A 91 8D 80 20 40 00, and exists in Japanese Fire Red- I suspect it also exists in the French version. If it does, all of the adjustments made towards fixing the flags will be done here- everything else is just limiters.
The solution I used was to apply JPAN's save block hack, which frees up the help menu RAM and writes it to the save- thus I repointed the Caught/Seen flags to that area. The hack in question is here: http://www.pokecommunity.com/showpos...&postcount=206. It would probably be a hassle to port to a French ROM however, due to differences in both the ROM, RAM, and quite possibly save structure- I have an alternative solution in mind though.
For whatever reason, the game keeps three sets of Seen flags, which you'll be able to find by looking through the function I mentioned. Provided you do not need more than 784 dex entires, you might be able to repurpose two of these sets to function as the Seen and Caught flags for the new mons.
I managed to add Pokémon, but the problem is that in the Pokédex, the added Pokémon are considered already seen.
I tell you this because I heard that you were able to aumenter size Dex, so I think you could maybe help me .