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Expanding the Pokédex into Emerald

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karatekid552

What happens if I push it?....
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But don't you already have the evolution table offsets for G3HS? Unless if you're talking specifically about limiters.

The thing is, I don't know what limiters are missing, because I have everything working in my ROM (icon sprites, palettes, battle sprite position, etc.), and most, if not, all limiters should be covered in Step 3 (except the evolution fix that LCCoolJ95 found that I added to Step 10).

Just tell me what limiters are missing/need labels and I'll get them. They should all be in the first post though, but I probably didn't label which ones are which and just said "change these bytes lol"

EDIT: As for the table offsets themselves, I didn't include the less-important ones (like footprints) because the offsets for those tables could all be found in either G3HS or PGE's ini. However, I can understand why that would be bothersome, but since I have then all written down on a notepad file, I'll add the offsets to the first post next time I'm on my PC

(I post from my phone a lot so I can't always update things immediately)

EDIT2: I added this under a spoiler tag in the first post:
Species Names = 3185C8
Front Sprite Table = 30A18C
Back Sprite Table = 3028B8
Front Palette Table = 303678
Shiny Palette Table = 304438
Base Stats = 3203CC
Moveset Pointers = 32937C
National Dex Order = 31DC82
Pokédex Data = 56B5B0
TM Compatibility = 31E898
Evolution Table = 32531C
Icon Sprite Table = 57BCA8
Icon Palette Table = 57C388
Main Cry Table = 69DCF4
Auxillary Cry Table = 31F61C
Footprint Table = 56E694
Move Tutor Compatib. = 615048
Animation Table = 3299EC
Frame Control Table = 309AAC
Back Animation Table = 60A8C8
EnemyY Table = 300D38
PlayerY Table = 3021D8
Enemy Altitude Table = 305DCC

Oh, okay, yeah I have all of the table offsets and stuff, I was more looking for the limiters. I guess I will code everything you have and then send it out as a beta, requesting all issues with expansion to be emailed to me. Then we will know haha.

Thanks man!
 
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Just a question? How does Unown work in this expansion? Do Unown formes other than A show up as the added Pokemon, or is only Form A displayed? And will Pokemon in the Unown slots show up with the name Unown
 
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Just a question? How does Unown work in this expansion? Do Unown formes other than A show up as the added Pokemon, or is only Form A displayed? And will Pokemon in the Unown slots show up with the name Unown

You add the new mons after the bad eggs and unown slots, and then map your first added Pokemon to pokedex slot 387 etc.

I recommend doing the expansion in Fire Red with G3HS and compare with it while expanding Emerald as they are quite similar, so you know how to treat the Unown slots in the hex-editor.
 
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Assuming I delete Unown (extremely useless), will the above happen? Or must the Unown forms be included? Because I notice Jambo51's FireRed 649 Patch seems to have only 650 Pokemon in the ini file, so I assume the Unown forms have been done away with.
 

ShyRayq

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Assuming I delete Unown (extremely useless), will the above happen? Or must the Unown forms be included? Because I notice Jambo51's FireRed 649 Patch seems to have only 650 Pokemon in the ini file, so I assume the Unown forms have been done away with.

Wrong, The forms are still there. Jambo just implemented ASM that, if the pokemon was Unown, it would load the different sprites. This is the what happens with the egg as well.
 
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But don't you already have the evolution table offsets for G3HS? Unless if you're talking specifically about limiters.

Just want to report a possible glitch:

Did you check if your Castform fix also fixed opponent's Castform? While your own Castform is fine, it seems like oppoising Castforms still have issues with animation.
 
89
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How large are the cry, secondary cry, Move Tutor compatibility, animation and frame controls tables? And how do they work? Do they need to be repointed?
 
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That's a good tutorial. While I was with redefine get crazy,I think if you are willing, I hope you make the data of redefining steps into repair share it,thank you
 
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About Move Tutor compatibility tables, my method is:
Each pokemon has 8 bytes, while each byte is like this:
Every 8 Move Tutor skill as a group, can learn set 1, unable to acquisition is 0, will convert hex is after he arranged his Move Tutor compatibility
If there are any errors please correct
 
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I've been having some trouble with the following instructions:

(At 0x152E98, put 00 48 00 47 [XX XX XX 08]. For XX XX XX 08, it's the offset you put the save block routine +0x1.
At 0x15284E, put 38 47.
At 0x15288C, put [YY YY YY 08]. For YY YY YY 08, it's the offset you put the save block routine +0x61.
At 0x0D9CC6, put 38 47.
At 0x0D9D04, put [YY YY YY 08].
At 0x0DA284, put 00 48 00 47 [XX XX XX 08].)

The very first "00 48 00 47 [XX XX XX 08]" causes my game to freeze with a black screen after the Game Freak screen with all the dates on it. I thought that maybe if I continued through the tut, the issue would resolve, since it was only the first step, yet even after getting past the part where I repoint everything, the game still freezes. Can anyone tell me what's up?
 

ShyRayq

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I've been having some trouble with the following instructions:

(At 0x152E98, put 00 48 00 47 [XX XX XX 08]. For XX XX XX 08, it's the offset you put the save block routine +0x1.
At 0x15284E, put 38 47.
At 0x15288C, put [YY YY YY 08]. For YY YY YY 08, it's the offset you put the save block routine +0x61.
At 0x0D9CC6, put 38 47.
At 0x0D9D04, put [YY YY YY 08].
At 0x0DA284, put 00 48 00 47 [XX XX XX 08].)

The very first "00 48 00 47 [XX XX XX 08]" causes my game to freeze with a black screen after the Game Freak screen with all the dates on it. I thought that maybe if I continued through the tut, the issue would resolve, since it was only the first step, yet even after getting past the part where I repoint everything, the game still freezes. Can anyone tell me what's up?

Say you put the save block routine at 0xF00000. To get a pointer, split it into groups of 2.
F0 00 00, then reverse it and slap 08 on the end. 00 00 F0 08. That's your pointer.
Ok, so for the first pointer specified in the tut, XXXXXX08, it says add 0x01 to the pointer. Basically, add it to the original offset. 0xF00000 + 0x01 is 0xF00001. And using the same pointer method, the new pointer is 01 00 F0 08. Using he same method, the second pointer is 61 00 F0 08
 
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Say you put the save block routine at 0xF00000. To get a pointer, split it into groups of 2.
F0 00 00, then reverse it and slap 08 on the end. 00 00 F0 08. That's your pointer.
Ok, so for the first pointer specified in the tut, XXXXXX08, it says add 0x01 to the pointer. Basically, add it to the original offset. 0xF00000 + 0x01 is 0xF00001. And using the same pointer method, the new pointer is 01 00 F0 08. Using he same method, the second pointer is 61 00 F0 08

Thanks for taking the time to help me out. Though, I did figure out my first problem(was using my phone, which could not see the entire save block, nor the whole routine toward the halfway point of the tut. :( Don't I feel stupid..?). And thanks for the help with the pointers. I was a bit confused at first, but I think I can tackle it, now. No more mobile surfing for me!
 
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I am really sorry for the double post, but I've just gone through the entire tut, and all of my sprites are buggy like I've run into a pissed off missingno. When I try to battle a wild poke, and use a move, or go to view my pokemon stats, the rom crashes. Also... my starter(torchic) knows thunderpunch instead of scratch as its first move. I know I've made a mistake somewhere; can someone point me in the right direction.
 

Joexv

ManMadeOfGouda joexv.github.io
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Hey chaos do you think I could add this expansion hack to my new program?
 
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One potential major problem with this Pokedex Expansion is that it messes up the Pokedex after Entering the Battle Factory. I've had a lot of people reporting this glitch to me in my hack which uses this Expanded Pokedex, and I'd say this is the most likely cause of it.
 
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