Well, The MAIN routines I want are the extra overworlds and palettes, the different wild pokemon data, the one where you can change the main character's overworld using a script, the timer, and the one where you can change the levels of the trainer pokemon by calculating the average level of pokemon you have.
However, the most important three I would use would be the extra overworlds and palette, changing the overworld in game, and the timer.
Also, if you have time, maybe you could do the hardware functions one?
Ok, well anyway here are some Variables the creator of the hacked engine (JPAN) gave me:
Here, I give you the values you need to change the code to make it Ruby-ready. If the OW table doesn't seem to be in that location, try to search for 110308, it will be the begining of that pointer.
Pokemon party value: 0x03004360
var 0x8004: 0x0202e8cc (all others 0x8000 variables, just add or subtract 0x2 to the address)
OW Pallete first value (original pointer): 0x0837377c
Hey! I saw your tutorial on inserting extra tile animations! It was very helpful, and I'm currently trying to understand ASM. I was wondering, could you tell me how the Tileset is set up in Pokemon Ruby AXVE?
Thanks a lot man!
Also, do you think you can maybe adapt this: http://www.pokecommunity.com/showthread.php?t=194241
To Pokemon Ruby AXVE? From the little ASM I know, I think all you have to do for MOST of these is just change the offsets of the information in the source code included in the download to match the information in Pokemon Ruby.
Thanks in advance. It's great to see so many ASM hackers nowadays!