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.
Fascinating! I haven't learned to use a GBA debugger yet, so I guess that's next on my list if I plan to get any good at this. Thanks for the tip!
I guess Surf ended up being a bad example. I had actually searched for it by looking for scripts with an "if koga's badge" condition, similar to the Cut, Strength, and Rock Smash scripts. Going back and searching for the string again, I found the pointer quickly and from there was able to make the change I wanted. Silly me, I must've just typed in the search wrong last time I tried. Either way, thank you for your help in this matter. I understand that you're busy and probably only do this as a hobby, so I really appreciate you taking the time to help out the new guys.
Great, that's exactly what I needed! I found a 5 byte diff that did the trick starting at x1D8727. Thanks for your help!
On a more general note - how were you able to find that? I'm still new to pokemon hacking, so I've only used a few of the Advance series tools. I do have some programming knowledge, so Hex and pointers are no biggie for me. I noticed there is no pointer leading to the offset you gave me. What tool do you use to learn interesting ROM locations like that? Or is there just a knowledge base somewhere online that has scripts and ASM offsets learned from trial and error?
There are other changes I'd like to make that don't seem to have a pointer associated with them. For example, the "Cut" script has a pointer and can be easily found and modified, but I'm not able to find the "Surf" script as nothing seems to point to the water text: "The water is a dyed a deep blue". But instead of asking about each of these individually, I'd be interested to know where I can go to learn how to better search for these things.
Hello! I looked at your Yet Another Fire Red Hack, and I noticed you were able to force the battles into "Set" mode - I couldn't switch pokemon between KOs. Any chance you could share a link or tip on how you did that? It seems like a useful piece of code, but I can't seem to find it anywhere.
So... basically I'm SOL because nobody else knows where these pointers are either. No I'm not going to be able to find the one that matches 0x2023DCC (determines outcome of move), you underestimate how retardedly incompetent I am with ANYTHING related to hexadecimal or assembly (also I don't even understand what you were saying for that). If people who aren't as stupid as me can't find it, how am I supposed to? (Or do people just hate Emerald so much that they don't want to bother looking?)
The reason I'm not using BSP is because it doesn't have the required pointers either and I have just as much luck reading the raw hex as I do reading a battle script (not hyperbole).
And what of effects with no battle script anywhere in the resource topic, like Frost Breath and your Hammer Arm? I can't NOT use the hex for those.
The most I can manage is identify a couple of pointers. I think.
1D6947 = 2D8A47
1D695E = 2D8A5E
That's as much as I recognize.
If you want to know what I mean by incompetent:
While trying to get these moves to work, I somehow, without ever touching it directly, managed to turn the "stat lowered" animation pointer (literally the one used for when a stat gets lowered) into the Bite animation pointer.
Remember me? I, um, could really use some help with Emerald editing... I can't get any pointer (including the ones that should match Fire Red's perfectly, unless there's some magical thing that no tutorial has ever mentioned) to make the effects work right, and I don't even know what the hell's going on in your Hammer Arm script because half those pointers aren't mentioned in any tutorial whatsoever.
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 .