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miksy91
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  • Thanks for hooking me up with IPS Peek. So I've watched the first ASM video, helpful at the beginning and the rest is good for me to come back to if I need it.

    I've been digging in the code of the sprite patch and comparing everything to find out what to change. I think I've found that if I add 3 hex values I can fix it. Strangely the glitch currently isn't even all that repeatable but nonetheless. There is not enough room to add in the code I need to...I do not know how to edit with Gameboy Assembly Editor...is it possible to insert the code and push everything else back? Or copy/paste the code in someway?

    Edit: This would probably break a couple of jumps/calls though so damn......
    The original link was broken I used the sprite patch link later on: https://www.dropbox.com/s/frcotewnqmqxzox/PKMGOLD%20Base%20-%20Minis%201.0.ips?dl=0

    You mentioned that the patch didn't work 100% properly due to wrong addresses...the patch I linked seems to work for me. It changes the sprites. Unless you mean not properly referring to the glitch I was asking about, where overworld sprites will change if party is checked...i.e. the poliwag in Celadon turns into a Skiploom.

    What is an IPS Peek? Is this something specific? Can you see what changes a hex patch can make by just having the patch file? I see rom banks 0x5/23 are not normally blank so be hard to see the changes just by comparison of a dark energy file and my own file. I do not know where the sprite patch above adds in the sprite data/changes any code
    Ooo I agree that hacking the minisprites can be a good intro to learning asm, I'll rewatch the video tonight hopefully and get a start on it. (I'll be away the whole weekend (US Holiday) and get back to it next week either way, lot of stuff for me to dig into here!)
    Ok I can buy the intuition for CSUBP. And yes you're right except The east connection of Fuchsia city goes through a gate so I decided to look at the west connection which is a very similar set up. I followed through to get the correct numbers from Fuschia City to Route 18 on my own and most of vice versa. I listed below the numbers from JohtoMap and the // lines are my handwork to match the numbers. You'll notice that for the Y-alignment value and for OMDL I had to use different values of the Y movement of Connection Strip to make the values match. I did not have this problem doing the opposite connection. This is where I am confused.
    "I applied the minisprites routine the way it is, but hacked the routine that loads the image of a person event depending on the picture number. The routine in my hack works so that if I set the picture number of a person event to be of type 1xxx xxxx (= highest bit is 1, and thus byte value 0x80 or larger) it loads an image of a pokemon instead of a normal person event. I don't remember what (if anything) I did with the daycare but that also works properly in DE. I do have some notes lying around of these changes though and making them is similar (if not identical) in Gold although I'm hacking Silver."

    Could you take a look around for those notes?

    Thanks for all the continued help!
    I understand the connection from Fuschia City to Route 18, but not the other way around. In one instance it looks like the Y movement of connection strip in blocks should be -7, and in the other case -3....I also don't really follow how it chose CSUBP

    Dest. Bank: 17
    Dest. Map: 5
    Width: 20
    Height: 14
    X Alignment: 0
    //East: 0
    Y Alignment: 14
    //West/East: (Y_movement_of_connection_strip_in_blocks * -2)
    //(-7)(-2) = 14
    OMDL/Current Map Position: C70D
    /East: C6FD + (Width of Origin Map + 6) * (Y Movement of "Connection Strip" + 4)
    /C6FD + (A+6)*(-3+4) = C6FD + (10)(1)
    CMPDL/Window: C71B
    //South/East: C707 + [Width of connected map]
    //C707 + 14 = C71B
    CSUBP/Pointer to "Connection Strip"s Upperleft Block (Connected Map): 6641
    //X: 0, Y, 4 in connected map
    Yeah you're scripting youtube videos/guides were amazing.

    You're right about connecting maps, I didn't adjust the other maps sizes. I figure it'd be easier to connect a new map than extend the current one. I took a shot at it but it doesn't work right. I am trying to connect my map which is 14Wx28H to the East of Route 32 (a new waterway connecting Route 32 with Cherrygrove. I want to start the map connection at the top of the mountain tile on Route 32, Y:12.

    I used JohtoMap to calculate the last value...considering I got -24 though I didn't know what to do. I think initially my question was if the width in this case was actually the height? In the example I saw it was a North connection (Your example).

    Dest. Bank: 10
    Dest. Map: 1
    Width: 10
    Height: 28
    X Alignment: (10*2) - 1 = 19
    Y Alignment: (0-12)*(-2) = 24
    Current Map Position: C6FD + (A+6)*(0-C+4) = C67D
    Window: C706 + 2*A = C71A
    Pointer to "Connection Strip"s Upperleft Block (Connected Map):

    Dest. Bank: 25
    Dest. Map: 7
    Width: 14
    Height: 28
    X Alignment: 0 = 0
    Y Alignment: (12-0)*(-2) = -24
    Current Map Position: C700 + (E+6)*(C-0+3) = C82C
    Window: C707+E = C715
    Pointer to "Connection Strip"s Upperleft Block (Connected Map):
    So messing with map connections/editing...is there apparently a limit to how large a map can be? If i extend Route 32 at all it seems to break the map
    (I love how easy JohtoMap makes editing, I might have question or two about connecting maps w/o warps but we'll see if I can figure it out. I saw a lot of posts on this but it still confused me a bit)

    Anyway I'm going back and looking about originally when I asked you about changing the HM routines and also the bag capacities. I guess I'm going to need to learn some ASM. I get scripting but asm just looks like a mess of letters to me. Any reccomendations? I was looking around the ROM for 16 xx, as you mentioned that checks for Surf (39) and it seems there is a lot of 16 xx in the ROM Bank. Not all of them are HM moves either, things like Blizzard and Psybeam...this was at a glance look.

    I did check out your Super Onix video and it is super cool, I really need to play your hack!

    In the meantime while I try to learn more ASM and figure out the connecting maps without relying on warps...

    There was a patch that Chamber posted to accommodate 255 pokemon sprites in your party but it had a side effect glitch of changing overworld pokemon sprites if you opened your party while on the same map or something. It appears they posted a fix for it for Crystal asm....Not even knowing the offsets in Gold can you help me make the changes to the patch that will work? https://hax.iimarck.us/topic/4771/
    ah ok haha, the ping pong one is easy to remember!
    I knew it! Is skeetendo still a active forum? (I don't check often)
    ah ok haha yes I saw lots of this in-game stuff that you can do with glitches like ping pong and so!
    Nice to hear that you have a good job as software developer and that it makes you better at hacking :)
    If I remember correctly youre also on romhacking.net right?
    I have honestly no idea what to say to such a huge reply, so unexpected haah
    not sure if this is accurate but something tells me that youre a romhacking legend lol
    Can I post your information in the Research & Development section? Someone might be able to do more with it or someone might know more.
    I saw that you hacked Dragon Ball Z: Buu's Fury before. I'm just curious on how you did it.
    Hex editing or something else?

    It's fine if you don't want to share how you did it.

    EDIT: I saw that you put out your research in the thread but I VMed you anyway because the links are broken.
    Scratch that about Route 20/Silver Cave, it was the previous mistake you mentioned of JohtoMap listing more sprites than possible so I had to change a different Sprite. Ilex forest is supposed to have access to all sprites, I'm trying to use one of the outside Daycare sprites but it doesn't save.
    This is so weird. I'll open bank properties, change a sprite number, click ok, save it. I'll reload the ROM and it sets my change, even if it changes the pallette choice! Worked the first time on Route 10 but will not work outside Silver Cave, Route 20, or in Ilex Forest.
    Oh wow! I actually did not know that connected maps shared a sprite set so that is very very good to know!

    I was having a little trouble following the whole explanation for the trigger table options but kept wondering why you didn't just say to repoint the table elsewhere to expand it. A trick that seems to work well for expanding anything else. I then got to the part about needing the trigger flag stored in the RAM and now I understand. This extra step with editing the RAM Map is not something I have heard about much in my learning so far....This kind of blending into the RAM map for the item storage. We can't edit the RAM map because that is generated by the ROM...I mean we can edit the RAM map but it would only work on your copy and not if somebody else took up the game. So I'll have to find where the game accessess/writes these parts of the RAM?
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