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  1. Kenny1
    November 27th, 2014 11:10 AM
    Kenny1
    Now it says undefined opcode there where gamefreak appears.
  2. Kenny1
    November 27th, 2014 11:02 AM
    Kenny1
    The hook, or the ASM?
  3. Kenny1
    November 27th, 2014 10:56 AM
    Kenny1
    , I didn't know that, where would I place the hook?

    Edit~ It didn't work, during the flashback, it turned into a black screen
  4. Percy
    November 27th, 2014 12:54 AM
    Percy
    You're so good with ASM!
    I'm so jealous!
    Can you, by any chance, teach me?
  5. chrunch
    November 26th, 2014 11:43 PM
    chrunch
    I haven't tested it for a while now, but yes I believe it is. I've done all the byte changes required too, and some additional ones. It's just the actual Pokedex screen.
  6. Kenny1
    November 26th, 2014 11:00 PM
    Kenny1
    Ok, I dont Think I'll be getting this right . So, I'll give you the offset where you can change the offset of r1, to change it. At 0814FED0 there is a bl 80017D0, the value in r1 should be changed before this, to the offset of the image, not a pointer, the offset(dont ask me why). I posted this, so that you can maybe make a routine that will work, if you want, I can post my non working routine again.

    Spoiler:
    Quote:
    .text
    .thumb
    .thumb_func
    .align 2

    Main:
    push {r0-r4, r7, lr}
    bl Checkvar
    ldrh r0, [r0]
    ldr r2, .TableOffset
    lsl r0, #0x2
    ldrh r1, [r0, r2]
    bl Return

    Checkvar:
    push {lr}
    ldr r0, .Var
    pop {pc}

    Return:
    mov r2, #0x0A0
    lsl r2, r2, #0x2
    mov r3, r4
    ldr r7, .Ret
    pop {r0, r2-r4}
    bx r7



    .align 2

    .Var:
    .word 0x020370de

    .TableOffset:
    .word 0xDEADBEEF

    .Ret:
    .word 0x0814FED1
  7. Kenny1
    November 26th, 2014 10:44 PM
    Kenny1
    My routine no longer crashes the rom, now it makes the map go black(or green) and textboxes no longer show up, even in battle.
  8. Kenny1
    November 26th, 2014 9:50 AM
    Kenny1
    Yeah, It failed again.

    I think its the way I used ldrb, I actually forgot how it works
  9. Kenny1
    November 26th, 2014 9:29 AM
    Kenny1
    Finished it, after about an hour of work.
    My routine crashed the rom, but I can post it, dont know if it would help though.

    Main routine:
    Spoiler:
    Quote:
    .text
    .thumb
    .thumb_func
    .align 2

    Main:
    push {r0-r4, lr, r7}
    bl Checkvar
    ldr r1, #0x0
    ldr r2, TableOffset
    ldrb r0, [r0, #0x1]
    ldr r3, #0x4
    mul r0, r3
    add r0, r2, r0 @Pointer loading completed
    ldrb r4, [r0, #0x4]
    ldrb r1, [r0, #0x4]
    b Return

    Checkvar:
    ldr r0, Var
    ldr r1, Decrypt
    bl r1
    pop {pc}

    Return:
    mov r2, #0x0A0
    lsl r2, r2, #0x2
    mov r3, r4
    ldr r7, .Ret
    pop {r0-r4}
    bx r7


    .align2
    .Decrypt:
    .word 0x0806E455

    .Var:
    .word 0x4200

    .TableOffset:
    .word 0x08DEADBEEF

    .Ret:
    .word 0x0814FED0
    Replace DEADBEEF with the offset of the table.


    Hook:
    Spoiler:
    Quote:
    @Insert This routine at 0x0814FEC8
    .text
    .thumb
    .thumb_func
    .align 2

    main:
    ldr r2, .ROUTINE
    bx r2

    .align 2
    .ROUTINE:
    .word 0xDEADBEEF
    Replace DEADBEEF with the offset of the routine.


    Basic Table:
    08 41 F1 C8 08 47 0B 0C 08 47 0D 6C
    ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^ ^
    Offsets of the images.

    It crashes whenever the game has to load a Textbox.
  10. Kenny1
    November 26th, 2014 8:25 AM
    Kenny1
    Found the command that loads it, aswell as the one that loads the palette.

    Successfully changed the image, not the palette, but that could also be done.
  11. Kenny1
    November 26th, 2014 8:04 AM
    Kenny1
    Only between Signpost and Normal, this way, you can give Gym leaders their own textbox or something like that. Also, I might have found it.

    Should I see if I can use a table?

    Otherwise I can just make a routine to change it to signpost.


    Found the routine, but me no longer being ASM literate, cant find which command loads the textbox.

    Offsets:
    Spoiler:
    0814FEAC~Start of Routine

    0814FEE8~End of routine?
  12. Kenny1
    November 26th, 2014 7:45 AM
    Kenny1
    Lol, sorry, I decompiled them, you would hook into the textbox loading routine, which I lost now. I think I should just try rewrite the whole thing, I made that as one of my first ASM projects

    Edit~Btw, they're not all at the end of the rom, the ones that are at the end are the ones that changed. There is the one that loads the different image.
  13. chrunch
    November 25th, 2014 10:01 PM
    chrunch
    Hey! I just wanted to ask you something about your ASM Resource thread. Jambo51 posted some information a while ago on how to expand the regional dex in FR past 151 (here). It's been very helpful to me but there is one problem: for any Pokemon past 151, when I catch it in the wild the Pokedex screen is skipped, and I was wondering if you could look into it. I imagine this small fix would be useful to pretty much everyone who wants to expand the Kanto dex but I'm not sure if it's the type of work you want to do (since I'm not even sure if it needs ASM). Thanks for your time, I would really appreciate a response. I think it's a great thing that you're willing to help people out who aren't as good with ASM. :)
  14. Kenny1
    November 25th, 2014 9:59 PM
    Kenny1
    Hello, I saw this now, and I've recently been working on exactly that. I could finish it if you want, less work for you. Only thing is, idk which var to use, lol.

    Edit~Yeah, I lost my source code , so it would take a while to find it all again

    Old Decompiled non working code:
    Spoiler:
    Quote:
    08FFFFC0 B401 push r0 ;10 199..
    08FFFFC2 F000F805 bl 8FFFFD0h ;10 209..
    08FFFFC6 2801 cmp r0,1h ;2 211..
    08FFFFC8 D000 beq 8FFFFCCh ;8 219..
    08FFFFCA E005 b 8FFFFD8h ;8 227..
    08FFFFCC 4907 ldr r1,=8470B0Ch ;9 236..
    08FFFFCE E003 b 8FFFFD8h ;8 244..
    08FFFFD0 B500 push r14 ;10 254..
    08FFFFD2 4808 ldr r0,=20370C0h ;9 263..
    08FFFFD4 8800 ldrh r0,[r0] ;4 267..
    08FFFFD6 BD00 pop r15 ;10 277..
    08FFFFD8 BC01 pop r0 ;4 281..
    08FFFFDA 22A0 mov r2,0A0h ;2 283..
    08FFFFDC 0092 lsl r2,r2,2h ;2 285..
    08FFFFDE 1C23 mov r3,r4 ;2 287..
    08FFFFE0 4805 ldr r0,=80017D0h ;9 296..
    08FFFFE2 F7FFFFFE bl 8FFFFE2h ;10 306..
    08FFFFE6 4802 ldr r0,=814FED2h ;9 315..
    08FFFFE8 4700 bx r0 ;8 323..

    //Not sure this belongs here:

    08FFFFEA 46C0 nop ;2 325..
    08FFFFEC 0B0C lsr r4,r1,0Ch ;2 327..
    08FFFFEE 0847 lsr r7,r0,1h ;2 329..
    08FFFFF0 FED20814 ???? ;10 339..
    08FFFFF2 0814 lsr r4,r2,20h ;2 341..
    08FFFFF4 70C0 strb r0,[r0,3h] ;5 346..
    08FFFFF6 0203 lsl r3,r0,8h ;2 348..
    08FFFFF8 17D0 asr r0,r2,1Fh ;2 350..
    08FFFFFA 0800 lsr r0,r0,20h ;2 352...


    I think the problem was that I was returning to the command that points here, so it keeps looping the routine.
    Quote:
    08FFFFE6 4802 ldr r0,=814FED2h ;9 315..
    08FFFFE8 4700 bx r0
    Lol, I cant stop editing, I found that the code seems to loop while I was cleaning the code:
    Spoiler:
    08FFFFE2 F7FFFFFE bl 8FFFFE2h ;10 306..

    Now I can see why the rom broke, lol.
  15. daniilS
    November 24th, 2014 10:09 PM
    daniilS
    I explained this like three times already:
    The move cursor points to a BATTLE SCRIPT. It DOES NOT contain any commands itself. So, just compile a script, and store the pointer to that script at the move cursor. Then again, that wouldn't work either without properly starting battle script execution.

    I tested x53 by putting it into a move script, but as I told you yesterday, I think maybe battle scripts aren't the best way to go about this since you found bare asm which runs at the end of a turn.

About Me

  • About FBI
    Quick Self-Introduction
    Still not famous
    Biography
    Leet rom hacker
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    Gender
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    Also Known As
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    Typhlosion
    Snubbull
    Corphish
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