Thread: Development: Pokémon Fire Red Hacked Engine
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Old October 1st, 2009 (12:36 AM).
JPAN JPAN is offline
pokemon rom researcher
 
Join Date: Dec 2008
Posts: 102
Quote originally posted by TAKUORO:
Ok thank you very much!!

I already compiled it but one thing...... i tried to do the OW expand thing

after I paste the code into the rom with the hex editor...can I paste it in any offset?
(of course, it must be 0,4,c,etc...)
or it must be at the offset next to the OW pallets and sprites?

another thing... When i do it... I still can change the palletas and sprites in the overworld editor?
Or I will have to d change them by hex?
Some part of the code must be pasted over the old function. Those piece of code are identified by the comment before it telling you where to paste it. They are generaly only 8 bytes, and have four zeroed bytes in front of it. those bytes are the pointer, in reverse, for where you put the rest of the functions.
In the case of the Overworld code, you can find those type three times along the code. To identify them, just look out for sets of four or more 0's. There is only one exception to this, that is right after 6f e9 05 08, which is a shift to replace the overworld cleaner.
If you used devkitPRO Arm as.exe, the result will be a a.out where the compiled code starts at 0x34. copy from there if you use it.
The reason I din't provide a compiled code for this feature is that this is the only code that isn't copy-paste onto the game. The instructions at the source file tells you where to put it, but you still need to know how to identify them. Knowing Thumb helps greatly here.

On a final note, OW Editor was made not using the OW person pointers but the OW data in the ROM directly. As such, it doesn't recognise the changes at the OW number and Pallete number. It will always only allow you to edit the original ones, so if you wish to edit a new table, you must use another ROM and copy the data after you are done.
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