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Showing Visitor Messages 31 to 45 of 906
  1. jiangzhengwenjzw
    May 11th, 2015 06:01 AM
    jiangzhengwenjzw
    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:

    .thumb
    main:
    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

    new:
    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

    black2nd:
    ldr r1, black1
    add r1, #0x20
    b original

    black3rd:
    ldr r1, black1
    add r1, #0x40
    b original

    black4th:
    ldr r1, black1
    add r1, #0x60
    b original

    black5th:
    ldr r1, black1
    add r1, #0x80

    original:
    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)
    .thumb
    main:
    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}


    black:
    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!
  2. kearnseyboy6
    May 10th, 2015 06:36 PM
    kearnseyboy6
    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!
  3. Mystery Man
    May 9th, 2015 10:09 PM
    Mystery Man
    All right, looking forward to the day they are posted!
  4. Mystery Man
    May 8th, 2015 07:47 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.
  5. Mr.Mako
    May 7th, 2015 04:57 PM
    Mr.Mako
    hey you should come on the irc again gogo is trying to ded you
  6. Splash
    May 5th, 2015 04:42 AM
    Splash
    Oh thanks! They're really awesome :D I hope you continue helping us!
  7. Splash
    May 4th, 2015 09:52 PM
    Splash
    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!
  8. Splash
    May 3rd, 2015 06:47 AM
    Splash
    Oh I see thanks for your help.. Your asm resource thread is really helpful!
  9. Splash
    May 3rd, 2015 06:39 AM
    Splash
    Is there a way to see my EV stats?
  10. Christos
    May 3rd, 2015 04:33 AM
    Christos
    i'm waiting :(
  11. Splash
    May 1st, 2015 05:22 PM
    Splash
    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.
  12. Christos
    May 1st, 2015 02:03 PM
    Christos
    ok if you won't post just PM me the patch so I can post the poll up
  13. Christos
    May 1st, 2015 07:01 AM
    Christos
    why :(
  14. Christos
    April 30th, 2015 07:12 AM
    Christos
    post your hack in the thread please!

    spoink spoink
  15. chrunch
    April 22nd, 2015 12:34 AM
    chrunch
    There's a problem with your adjusting market prices by percentage routine (or it might be intentional). It works fine for the most part, but let's say I want to give the player a 10% discount. the -10% applies to selling items too. Its not the biggest problem but it would be an annoyance for anyone trying to sell at that shop.

About Me

  • About FBI agent
    Biography
    Currently working undercover, being payed 6 figures to pose as a 9 year old little girl to attract sexual predators and eliminate them. If you have any suspects, please approach me and together we will bring them to justice.

    Common qualities of such predators include:

    - Fake love for Pokemon
    - Often make grammatical and spelling mistakes
    - Trying to always socialize
    - Have suggestive user names (xXI'M UR FRIENDXx)
    - Try to get to know you and ask for contact info
    - Usually get butt-hurt over internet jokes

    There are many more, but I'm afraid the rest are confidential.
    Interests
    - Hijacking planes already hijacked by terrorists
    - Playing Pokemon games
    - Counting spare change
    Location
    Unknown Island
    Gender
    Male ♂
    Occupation
    ...really?
    Also Known As
    Little Annie
    Favorite Pokémon
    Charizard
    Typhlosion
    Corphish
    Master Race Spinda
  • Signature
    ...

    My name forum name is FBI Agent, though you can call me FBI because it's shorter.

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

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  • Last Activity: 4 Days Ago 05:30 AM
  • Join Date: January 19th, 2013
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