Quick Research & Development Thread
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May 5th, 2013 (02:08 PM). Edited May 5th, 2013 by Iacobus.
Join Date: Dec 2003
Quote originally posted by
Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.
Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
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I'm not to sure if you should be writing a program if you can't figure it out yourself, but hey..
As defined in the AM ini, the pointer to the wild Pokémon data is located
the following byte sequence:
03 48 04 80 09 E0 00 00 FF FF 00 00
For FR (English) we find the following:
B8 9C 3C 08
When we go to 0x3C9CB8 in our hex editor, we see the following:
02 1B 00 00 D0 73 3C 08 00 00 00 00 00 00 00 00 00 00 00 00 02 1C 00 00 08 74 3C 08 00 00 00 00 00 00 00 00 00 00 00 00 02 1D 00 00 40 74 3C 08 00 00 00 00 00 00 00 00 00 00 00 00
I hope you see a pattern here.. Anyway, here is what you need to know:
D0 73 3C 08
00 00 00 00
00 00 00 00
00 00 00 00
I checked the Bank and Map in AM and this seems to be the data for the MONEAN CHAMBER.
If I go and check the Wild Pokémon, this map appears to have only grass encounters. Looking at the zero-pointers for water, trees and fishing, this could be right. So, let's investigate a bit further.
We go to 0x3C73D0 in hour hex editor and again see a bunch of data. For everyone's sake, I only copied what belongs to the map (to the grass encounter data of the map).
00 00 00
A0 73 3C 08
The first byte is the
. Then we have
3 filler bytes
(?) followed by a
After the pointer, we have our 12 Pokémon with their minimum and maximum levels. Bytes are in this order:
Hope this is enough for now.
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