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  • It's not that the national dex is "fixed", there's without a doubt, a flag check somewhere if a Pokemon's species index exceeds a particular amount. What is the Pokedex's default size in hex? You need to find a line that compares a register to that value, and then goes off to do a flag check.
    I had a good feeling, I'm sure you missed a flag check somewhere. Do the messages after battle appear? Like, "Pokemon got put in box 1" or something similar?

    Anyways, at this point it's quite certain you missed a flag check, go find it :D
    That's odd. I have a good feeling now why it's happening. Try enable national dex, and tell me if the pokedex screen appears then (make sure it's on a pokemon you haven't seen before).
    Sorry it's buffernumber I suppose. XSE is strange like that, it's got specific names for each of the types of buffers. In PKSV it's just storevar for all :D
    #dyn 0x740000
    #org @start
    callasm 0xInserted +1
    storevar 0x0 0x8000 'XSE is buffervar 0x0
    msgbox @text 'this will show the hex number in decimal
    callstd MSG_NORMAL
    release
    end

    #org @text
    = \v\h02
    Sorry I didn't fix my typos, lol.

    .text
    .align 2
    .thumb
    .thumb_func

    main:
    push {r0-r2, lr}
    ldr r0, =(0x202402C)
    ldr r1, =(0xB)
    ldr r2, =(0x803FBE8 +1)
    bl linker
    ldr r1, .VAR
    strb r0, [r1]
    pop {r0-r2, pc}

    linker:
    bx r2

    .align 2


    .ARG:
    .word 0x020270B8 + (0x8000 *2)
    Compile this into free space:
    Spoiler:
    Well, I looked into the Pokedex update part in Fire Red. Looks like it's using the species of the opponent's first Pokemon to pull out the Pokedex picture (so if it's a wild one then obviously that Wild Pokemon).

    Then the answer is simple, your Pokemon probably don't have their species set (probably 0x0).
    Test and report back :P

    You can test this by listening to their cries in the Pokedex. I think all of them will be the same.
    Hello, do you know if your extended Pokedex is setting seen/caught flags? or is it just the graphics that isn't showing up?
    Hey, there! I'm Blaziken if you don't know me xD
    But, um, I used your Trainer Facing Fix patch on the old ROM Hacking Resources, and would like to thank you for it! So, thank you very, very much, it certainly helped me! :)
    Thank you! I didn't think of the setvar... Hows Cyan going? Beta 3 coming out anytime soon?
    Hey Chrunch,

    I have been scouring my records and previous files and .txt's as well as pokecommunity, and I cannot seem to find, or recreate a berry script for FireRed like yours. It replenishes/resets once you leave the map, correct? If you would be willing, [and still have it on hand] may I please use your script?
    Yeah, that's really the only way to go about doing it. However, take caution in making sure you only revert the bytes you need to because the old font patch changed a lot of stuff (some of which broke games).
    Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary, Happy Anniversary!
    Short answer you can't sorry.

    Long answer... Go to your G3HS ini and find the line that has the type of evolutions like: Level, level, trade, trade, item, item, level ... etc.

    You can change them to I think 'Move","Map" and another one... read the documentation. When you choose the move in G3HS it sacrifices the 'level' slot for any move you pick.

    The reason for this was so any move can be chosen, and any town and map can be chosen too! But it does sacrifice the level option. That also explains why holding an item cant also be used for a certain level.

    I hope this helps, if you really want a way around it you need to make a custom ASM file for each pokemon. What you need to then do once the move check is performed...

    say it evolves at level 32, you must load in R2 0x20 and then b levelcheckloc

    it should work from there. But it is unique and only works for level 32 pokemon evolutions. Hope this helped
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