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Scarex Scarex is offline

Beautyfool.

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Showing Visitor Messages 1 to 10 of 54
  1. Scarex
    April 1st, 2013 04:44 PM
    Scarex

  2. karatekid552
    March 20th, 2013 05:04 PM
    karatekid552
    I was able to point them all towards a new trainer sprite table. However, I need to find all of the limiters in order to expand the table.

  3. karatekid552
    March 19th, 2013 07:43 PM
    karatekid552
    I looked into expanding the number of trainer sprites on my copy of Ruby. I found that there is at least 6 pointers to the sprite bank and that there deffinately is a limiter byte. Each pointer appears to belong to a different routine. I know that one belongs to a regular battle, another belongs to the routine which loads the pre-battle mugshots, and one more belongs to the routine which loads your trainer card sprite. I don't know about the rest. Most likely, they are the hall of fame routine and the other three types of battles.

    If this is true, then it means that there will be just as many limiter bytes as pointers (one per routine) at least. This is deffinalely not as easy as I thought it would be.

  4. karatekid552
    March 10th, 2013 06:23 PM
    karatekid552
    I'll look into it. I have JPAN's source code from the hacked engine, I know that there is a bad offset in the tool, but in the patch it works, so maybe I can find the correct offset.

  5. karatekid552
    March 10th, 2013 05:56 PM
    karatekid552
    Well, not necessarily.

  6. karatekid552
    March 10th, 2013 05:06 PM
    karatekid552
    Yes, but this requires a lot of ASM. You see, the routine which loads the OWs only loads one byte for which OW number it is loading, making the max FF(255). JPAN (in firered) forced the routine to load two bytes and therefore increased the limit to 65000 or FFFF. We can try to port over his changes but it will be really tough.

  7. karatekid552
    March 10th, 2013 04:50 PM
    karatekid552
    Most image and palatte data in the game is set up the way you specified, but thanks for consolidating it in one area.

    Also, OWs numbers are only one byte, and therefore can only be 255 or FF at max. On firered this can be hacked through JPAN's engine, but this has yet to be ported to another game.

  8. karatekid552
    March 10th, 2013 03:37 PM
    karatekid552
    Ohhh, your hack looks nice!

    Now, on my tutorial, are you talkng about how you can only go to 240 without breaking secret bases, or how you can only have 255 at max? The fix for the 240 one is almost done on Ruby, and Emerald should be very simillar.

    I like the trainer sprites option. That shouldn't be too difficult. Would you mind doing some searching to see if there is a long buried thread about it?

  9. karatekid552
    March 10th, 2013 03:00 PM
    karatekid552
    Most of my investigations are just little tips and tricks I have picked up. I guess the best way you could help is critiquing them and giving me new ideas. I don't know how much skill you have in hacking, so I don't know how much you can help me otherwise:p.

  10. WillPowerPedro
    December 23rd, 2011 01:15 AM
    WillPowerPedro
    Hola. ¿Cómo está?
    Hello. How are you?

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  • Last Activity: 3 Weeks Ago 08:37 PM
  • Join Date: February 24th, 2009
  • Referrals: 1

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