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FBI FBI is offline

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Showing Visitor Messages 151 to 165 of 1028
  1. jiangzhengwenjzw
    May 13th, 2015 6:29 AM
    Yeah, you're right and actually the first function is to edit the "msgbox" textbox's palette and the second is to edit the table which contains the pointer of palette of the other style of textbox,which is used in "yesnobox", "multichoice", "showpokepic" and other similar commands.

    For the intro part, I found a function that refreshed the I/O and I really can't find a way to made some conditional branch to make it do what I want to do in I/O because it's called some time before the oak's textbox (also called in titlescreen and so on)
  2. Mr.Mako
    May 11th, 2015 6:17 AM
    Ded as in dead no longer alive or in this case active
  3. jiangzhengwenjzw
    May 11th, 2015 6:01 AM
    The general question: The introduction part before the main game(such as the oak's intro and naming part) contains some textboxes and I want them to be transparent ones.

    Then I will say all that I know: (How to make the textboxes in the game transparent, which also support transparent "showpokepic" and "multichoice" and so on has been already done by me and the offsets and parts of the routines are from another person)

    The free ram offset is 0x0203f4fe and we use 1,2,3,4,5 as five different palette and 0 to change it to the normal not transparent textbox.

    Firstly hack the normal textbox and the routine will be follow:

    push {r0}
    ldr r0, ram
    ldrb r0, [r0, #0x0]
    cmp r0, #0x0 @check the free ram
    bne new
    mov r0, #0x1F @restore the I/O
    ldr r1, offset
    strb r0, [r1, #0x0]
    strb r0, [r1, #0x1]
    mov r0, #0x40
    strb r0, [r1, #0x8]
    mov r0, #0x1E
    strb r0, [r1, #0x9]
    mov r0, #0x10
    strb r0, [r1, #0xA]
    mov r0, #0x0
    strb r0, [r1, #0xB]
    ldr r1, normal @get the normal palette
    b original

    mov r0, #0x3F @hack the I/O
    ldr r1, offset
    strb r0, [r1, #0x0]
    strb r0, [r1, #0x9]
    mov r0, #0x1F
    strb r0, [r1, #0x1]
    mov r0, #0x41
    strb r0, [r1, #0x8]
    mov r0, #0xF
    strb r0, [r1, #0xA]
    mov r0, #0xA
    strb r0, [r1, #0xB]
    ldr r1, ram
    ldrb r1, [r1, #0x0]
    cmp r1, #0x2 @some different palettes
    beq black2nd
    cmp r1, #0x3
    beq black3rd
    cmp r1, #0x4
    beq black4th
    cmp r1, #0x5
    beq black5th
    ldr r1, black1
    b original

    ldr r1, black1
    add r1, #0x20
    b original

    ldr r1, black1
    add r1, #0x40
    b original

    ldr r1, black1
    add r1, #0x60
    b original

    ldr r1, black1
    add r1, #0x80

    pop {r0} @original codes
    add r0,r0,r1
    pop {r1}
    bx r1

    .align 2
    ram: .word 0x0203f4fe
    normal: .word 0x08471dec @original palette
    black1: .word 0x08900000 @new palette offset
    offset: .word 0x04000048

    write it at some place and then change the bytes at 0x150448 to 00 4F 38 47 XX XX XX 08(+1 pointer of the compiled code)

    Then do something for the next hacking:
    repoint the table (0x50 bytes at 0x471e8c) to someplace and build a new table like this and change all of its palette pointers to our new palette offset.

    Then other textboxes: (I also use it to hack the I/O, but obviously it can be ignored as they are always used with the above hack)
    push {r0-r1, lr}
    ldr r0, ram
    ldrb r0, [r0]
    cmp r0, #0x0
    bne black
    ldr r5, paltable
    lsl r4, r4, #0x3
    pop {r0-r1, pc}

    mov r0, #0x3F
    ldr r1, offset
    strb r0, [r1, #0x0]
    strb r0, [r1, #0x9]
    mov r0, #0x1F
    strb r0, [r1, #0x1]
    mov r0, #0x41
    strb r0, [r1, #0x8]
    mov r0, #0xF
    strb r0, [r1, #0xA]
    mov r0, #0xA
    strb r0, [r1, #0xB]
    ldr r5, newtable
    lsl r4, r4, #0x3
    pop {r0-r1, pc}

    .align 2
    ram: .word 0x0203f4fe @free ram space
    paltable: .word 0x08910000 @the original table
    newtable: .word 0x08920000 @newtable, changed the palette pointers
    offset: .word 0x04000048 @I/O

    Then write the code at 0x471e8c(as the data are repointed)

    Then change bytes at 0x14FFEE to 21 F3 4D FF(to branch to 0x471e8c)

    Then all is done, and we can use writebytetooffset 0x(0,1,2,3,4,5) to hack the textbox.

    However, I can't find the function to branch from to hack the part before the main game and the I/O is always refreshed and it's obviously not good to edit the function because if you add breakpoints on it we will find it is called in many situations.

    So could you tell me how to do it? I really want to know it. I know the topic is kinda long, but I hope you can see it through and get what I know.

    Thank you very much!
  4. kearnseyboy6
    May 10th, 2015 6:36 PM
    Hey man! I have implemented all your Trainer Routines and they work almost perfectly! The only problem is the overworld palette doesn't refresh when you reload the screen I almost have a fully working trainer switch thanks to you!
  5. Mystery Man
    May 9th, 2015 10:09 PM
    Mystery Man
    All right, looking forward to the day they are posted!
  6. Mystery Man
    May 8th, 2015 7:47 PM
    Mystery Man
    Hello, FBI Agent! I could not find most of the routines in the locations specified here. Everything from the battle frontier to battle modes is a sea of FFs; however, field moves and OAM stuff are in the hack.
  7. Mr.Mako
    May 7th, 2015 4:57 PM
    hey you should come on the irc again gogo is trying to ded you
  8. Splash
    May 5th, 2015 4:42 AM
    Oh thanks! They're really awesome :D I hope you continue helping us!
  9. Splash
    May 4th, 2015 9:52 PM
    Hi can I have your permission to use one of your routines for the tutorial I'm making? It's basically just showing how to compile and insert them to the rom hack. I'll even link your ASM Resource Thread to it so that they'll see how wonderful it is. If it's okay please send me a go signal. Thanks!
  10. Splash
    May 3rd, 2015 6:47 AM
    Oh I see thanks for your help.. Your asm resource thread is really helpful!
  11. Splash
    May 3rd, 2015 6:39 AM
    Is there a way to see my EV stats?
  12. Christos
    May 3rd, 2015 4:33 AM
    i'm waiting :(
  13. Splash
    May 1st, 2015 5:22 PM
    Hi I saw this and I'm wondering if it disregards the EV stat gained in battle? I haven't learned Asm so I can't read through the code.
  14. Christos
    May 1st, 2015 2:03 PM
    ok if you won't post just PM me the patch so I can post the poll up
  15. Christos
    May 1st, 2015 7:01 AM
    why :(

About Me

  • About FBI
    Joined the ROM Hacking community almost 7 years ago. I stared off with regular hacking, maps, scripts and the rest of it. In the recent years my eyes had opened to the possibilities of ASM hacking. Unfortunately, the barrier to access ASM hacking is quite high. The concepts of low level programming aren't easy to grasp for the average hacking age group. I hope to one day help resolve this larger issue :)
    Making cool ASM Hacks and playing video games.
    Unknown Island
    Male ♂
    Also Known As
    Favorite Pokémon
    Master Race Spinda
  • Signature

    Some of my stuff:
    ASM request/resource thread
    ASM tutorials thread
    ASM Workshop
    Pokémon Journeys


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  • Last Activity: 7 Hours Ago 9:43 PM
  • Join Date: January 19th, 2013
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