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Research & Development Got a well-founded knack with ROM hacking? Love reverse-engineering the Pokémon games? Or perhaps you love your assembly language. This is the spot for polling and gathering your ideas, and then implementing them! Share your hypothesis, get ideas from others, and collaborate to create!
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  #26    
Old June 10th, 2009, 05:43 AM
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Originally Posted by 0m3GA ARS3NAL View Post
If it is inserted into the RAM, can't I just use writebytetooffset to edit it, since the second ASM code will insert my edited RAM into it's correct location, and fix my checksum?
Yes but using writebytetooffset doesn't make a lot of sense then. You might just make an ASM routine that uses variables as inputs so it can be easily reused.
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  #27    
Old June 10th, 2009, 06:12 AM
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Yes but using writebytetooffset doesn't make a lot of sense then. You might just make an ASM routine that uses variables as inputs so it can be easily reused.
Good point, I will do so, since I am getting into ASM a little more.
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  #28    
Old July 28th, 2009, 03:52 PM
JPAN
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I can't seem to find a way to add an attachment in my first post, so here is the file with the code compiled.

Use: open up in hex editor, find the line where the character part says it starts, and copy from that line up to the one filled with FF (both codes should end in bd, no more after that)

Edit: an error in the file, where it is written "decryption code starts at 0x1b0" should read "encryption code starts at 0x1b0".
And on the edit button, I see no way to manage attatchments, so... I'm sorry.
Attached Files
File Type: txt Pokemon decrypt script.txt‎ (3.8 KB, 163 views) (Save to Dropbox)
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Battle Script Documentation
Another large project

Last edited by JPAN; July 28th, 2009 at 04:23 PM. Reason: Typo in the file
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  #29    
Old July 28th, 2009, 04:11 PM
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I'll try it out...
and you could have just clicked edit, and replaced your old code...
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  #30    
Old July 28th, 2009, 05:04 PM
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Quote:
Originally Posted by JPAN View Post
To 0m3GA ARS3NAL

While it is possible to make code that changes the amount of experience on a pokemon, I have no way of reproducing the level up routine without messing up some of the status gains, at the moment. As such, I give here a code that will allow you to give a pokemon experience, but for it to level up, it is necessary to fight a battle. Also, this code has several limits. First, you can only add up to 32767 exp points (0x7fff). Any bigger and the pokemon will crash your game. Also, if the experience surpasses that of the needed to gain a level, the pokemon will present, on the status screen, a full blue experience bar with a transparent middle, and the numbers will be mixed with question marks.

If you still want it, here it is.
Spoiler:
b507 push {r0-r2, lr}
4804 ldr r0, 0x0203f408 ;Growth block data storage address
6800 ldr r0, [r0]
4904 ldr r1, 0x020370C2 ;var 0x8005 used for storing the exp value
8809 ldrh r1, [r1]
2280 mov r2, 0x80
0912 lsl r2, 0x8
418a cmp r1,r2 ; checks if exp is between "safe" values
db02 blt add_exp
bd07 pop {r0-r2, pc}
6842 add_exp: ldr r2, [r0+0x4]
188a add r2, r2, r1 ; adds the experience
6042 str r2, [r0+0x4]
bd07 pop {r0-r2, pc}


And in the compiled version
Spoiler:
07 b5 04 48 00 68 04 49 09 88 80 22 12 02 91 42
04 db 07 bd 08 f4 03 02 c2 70 03 02 42 68 8a 18
42 60 07 bd


Edit: As promissed, some more examples of what to do with this code

Catch the pokerus
This code here allows you to cure, immunize and catch the pokemon virus. To make it work, put in var 0x8005 a number between 0x1 and 0xf to give it, 0x0 to cure but not immunize and 0x10 or higher to immunize the pokemon, preventing him to ever catch the virus again (even with this code)
Spoiler:
b507 push {r0-r2, lr}
4806 ldr r0, 0x0203f414 ;Misc block data storage address
6800 ldr r0, [r0]
4906 ldr r1, 0x020370C2 ;var 0x8005, keeps pokerus new status
7802 ldrb r2, [r0]
2a0f cmp r2, 0xf ; if immune, do nothing
dc02 bgt end
8809 ldrh r1, [r1] ;time to remain, bigger than 10 to immunize
2910 cmp r1, 0x10
db00 blt infect
2110 mov r1, 0x10
7001 infect:strb r1, [r0]
bd07 end:pop {r0-r2, lr}

Compiled and ready
Spoiler:
07 B5 06 48 00 68 06 49 02 78 0F 2A 04 DC 09 88
10 29 00 DB 10 21 01 70 07 BD 00 00 14 F4 03 02
C2 70 03 02


EV related material
Several codes that allow you to manipulate Contest stats and Effort values. This following "Stat table" is used in all the following examples
Value -> Stat
Spoiler:
0x0 -> HP EV
0x1 -> Attack EV
0x2 -> Defense EV
0x3 -> Speed EV
0x4 -> Special Attack EV
0x5 -> Special Defense EV
0x6 -> Coolness
0x7 -> Beauty
0x8 -> Cuteness
0x9 -> Smartness
0xa -> Toughness
0xb -> Feel (not used in Fire Red, so if needed, any new stat)

Any of the following EV codes only work correctly if the value is present on the table. Using others results in the unexpected.

Reading EV's/Contest stats
This one code reads the values of the stat placed on variable 0x8005, and places the result on that variable, a number from 0x0 - 0xff.
Spoiler:
b507 push {r0-r2, lr}
4803 ldr r0, 0x0203f410 ;Effort block data storage address
6800 ldr r0, [r0]
4903 ldr r1, 0x020370C2 ;0x8005 for effort type
880a ldrh r2, [r1]
5c82 ldrb r2, [r0 + r2]
800a strh r2, [r1] ;stores effort value on variable
bd07 pop {r0-r2, pc}


Ready to use version
Spoiler:
07 B5 03 48 00 68 03 49 0A 88 82 5C 0A 80 07 BD
10 F4 03 02 C2 70 03 02


Adding to EV/Contest stats
This code allows you to change the values of both EV's and Contest Stats, but it works differently on both situations. Place the value to add, between 0x0 - 0xff on var 0x8006 and a table value on 0x8007.
Adding EV obeys the 512 limit, so only values up to a total of 512 will be accepted. On both the Contest and EV, adding a value that is bigger than the allowed will cause the code to add only up to that limit, meaning that adding efforts that surpass 512 after adding will add only up to 512, and adding values that exceed 0xff will make the value 0xff.
Spoiler:
b51f push {r0-r4, lr}
4811 ldr r0, 0x0203f410 ;Effort block data storage address
6800 ldr r0, [r0]
4911 ldr r1, 0x020370C4 ; use 8006 for storing given points and 0x8005 for effort type
6809 ldr r1, [r1]
040a lsr r2, r1, 0x10 ;value to increase effort-contest stats by
0c09 lsl r1, r1, 0x10 ;stat to increase
0c12 lsl r2, r2 0x10
2906 cmp r1, 0x6
db02 blt Effort
290c cmp r1, 0xc
db0d blt Contest
bd1f pop {r0-r4, pc}

1c13 Effort: add r3, r2, 0x0
2500 mov r5, 0x0

5d44 loop:ldrb r4, [r0 + r5]
18e3 add r3, r3, r4
3501 add r5, 0x1
2d06 cmp r5, 0x6
d1fa bne loop

2420 mov r4, 0x20
0124 lsl r4, r4, 0x4
429c cmp r4, r3
dc01 bgt Contest
e00f b Checkmax

5c43 Contest:ldrb r3, [r0 + r1]
18d2 add r2, r2, r3
23ff mov r3, 0xff
429a cmp r2, r3
dd01 ble add_value
22ff mov r2 , 0xff
0000 nop
5411 add_value: strb r2 , [r0 + r1]
bd1f pop {r0-r4,pc}
pointers

1a9b checkmax: sub r3, r3, r2
1ae2 sub r2, r4, r3
2a00 cmp r2, 0x0
dbf6 bgt add_value
bd1f pop {r0-r4,pc}

Ready version
Spoiler:
3F B5 11 48 00 68 11 49 09 68 0A 04 09 0C 12 0C
00 00 06 29 02 DB 0C 29 0D DB 3F BD 13 1C 00 25
44 5D E3 18 01 35 06 2D FA D1 20 24 24 01 9C 42
01 DC 0D E0 00 00 43 5C D2 18 FF 23 9A 42 01 DD
FF 22 00 00 42 54 3F BD 10 F4 03 02 C4 70 03 02
9B 1A 45 5C 5B 1B E2 1A 00 2A F3 DC 3F BD


Erasing all EV's
This last code receives nothing and returns nothing, changing only all EV's to 0.
Spoiler:
b505 push {r0-r1, lr}
4803 ldr r0, 0x0203f410 ;Effort block data storage address
6800 ldr r0, [r0]
2100 mov r1, 0x0
6001 str r1, [r0]
8081 strh r1, [r0 + 0x4]
bd05 pop {r0-r2,pc}
0000 garbage
pointer

Ready version
Spoiler:
03 B5 03 48 00 68 00 21 01 60 81 80 03 BD 00 00
10 F4 03 02


And that is all for now. Feel free to ask for any other codes. Next time I post here I will bring a "teaching Attacks" code, a dumbed down "move tutor".

Now HERE is some much needed info. Thanks so much for that. I hope Score_Under finds this.
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  #31    
Old July 28th, 2009, 05:10 PM
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Now HERE is some much needed info. Thanks so much for that. I hope Score_Under finds this.
There was an error in the original decrypting code.
You need to use hte new one JPAN just posted, or you WILL have errors.
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  #32    
Old July 29th, 2009, 04:51 PM
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What does that have to do with the EV gain/loss ASM?
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  #33    
Old July 29th, 2009, 05:38 PM
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Finally,you make these methods out...really thanks,JPAN.
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  #34    
Old July 30th, 2009, 12:02 PM
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What does that have to do with the EV gain/loss ASM?
Because in order for the EV gain/loss ASM to work, you need to first decrypt the pokemon data wit the Decrypt ASM, then use the EV one, THEN use the encrypt one.
That is how those work.
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  #35    
Old November 18th, 2009, 02:56 PM
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Um.... I was told that this would probably be the right thing to use if I wanted to do this...

I'm trying to make a hack of fire red that implements the Shadow Pokemon features of XD - Gale of Darkness and Pokemon Coliseum.

So, I'm not sure how to make it so you can catch certain trainers' pokemon, or have pokemon you can't catch on the same team as someone with a pokemon you can catch.

Do you have an idea how I would go about doing this? It might be a good thing to include in a tutorial for other people who might want to do something like I do...
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  #36    
Old November 19th, 2009, 07:07 AM
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Originally Posted by Verloren View Post
Um.... I was told that this would probably be the right thing to use if I wanted to do this...

I'm trying to make a hack of fire red that implements the Shadow Pokemon features of XD - Gale of Darkness and Pokemon Coliseum.

So, I'm not sure how to make it so you can catch certain trainers' pokemon, or have pokemon you can't catch on the same team as someone with a pokemon you can catch.

Do you have an idea how I would go about doing this? It might be a good thing to include in a tutorial for other people who might want to do something like I do...
Uhmm.... I don't think this is the right place, who told you that?
Now please don't be offended, but I think it's too big a job, for what you can handle. (Only juding by your post, sorry)
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  #37    
Old November 22nd, 2009, 07:46 AM
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Probably. A lot of other people told me the same.

I'm working on a new thing... I need to edit the ASM routine for when you get a game over to heal your pokemon only back 1 health and 1 PP for each move, instead of a full recovery.

Would that be something more along the lines of what I could do? And if so, how would I do it?
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  #38    
Old November 22nd, 2009, 08:35 AM
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Originally Posted by Verloren View Post
:) Probably. A lot of other people told me the same.

I'm working on a new thing... I need to edit the ASM routine for when you get a game over to heal your pokemon only back 1 health and 1 PP for each move, instead of a full recovery.

Would that be something more along the lines of what I could do? And if so, how would I do it?
I can describe you the needed steps, as for actually making the things work, you'll have to read some ASM tutorials (e.g. the ones I posted in the Documents and Tutorials) and experiment yourself:
  1. Find the exact point when the Pokémon are fully healed after "game over".
  2. Immediately after that point, expand the routine and make it so it reset the HP/PP points all to 1.
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  #39    
Old November 22nd, 2009, 08:43 AM
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Oh! I'd never have thought of it like that! Thanks!
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  #40    
Old November 30th, 2009, 06:28 PM
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Hey Jpan how would you go about making an asm routime where when you step on a tile the first pokemon in your party becomes paralyzed or poisoned?
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  #41    
Old November 30th, 2009, 10:00 PM
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Originally Posted by NarutoActor View Post
Hey Jpan how would you go about making an asm routime where when you step on a tile the first pokemon in your party becomes paralyzed or poisoned?
http://bulbapedia.bulbagarden.net/wi...Status_ailment

Decrypt, modify the "status ailment" halfword, then re-encrypt.
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  #42    
Old December 2nd, 2009, 05:25 PM
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ah I have been trying for two days now on taking the info from bublipidia and no go. can you be a bit more descriptive on what I should do. Thanks~
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  #43    
Old February 15th, 2010, 01:36 PM
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Oh God, I am so stuck. How do you actually use these? XSE? Hex editor? please halp... I am trying to make a script to change arceus/rotom/giratina/deoxys etc forms without going through evolutions. If anyone can help, I would be forever grateful
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Thanks to HackMew and JPAN for ASM tutorials!

>>>I SUPPORT<<<
Spoiler:








>>>DESPARATE HELP NEEDED<<<

Spoiler:
IF ANYONE HAS THE OFFSETS FOR WHERE POKEMON STATS ARE STORED, PLEASE LET ME KNOW. ANY HELP IS GOOD, AND YOU WILL BE WELL REWARDED. THANKS.
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  #44    
Old February 23rd, 2010, 08:29 AM
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s'okay folks, i learned =D
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Thanks to HackMew and JPAN for ASM tutorials!

>>>I SUPPORT<<<
Spoiler:








>>>DESPARATE HELP NEEDED<<<

Spoiler:
IF ANYONE HAS THE OFFSETS FOR WHERE POKEMON STATS ARE STORED, PLEASE LET ME KNOW. ANY HELP IS GOOD, AND YOU WILL BE WELL REWARDED. THANKS.
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  #45    
Old March 28th, 2013, 04:12 PM
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Quote:
Originally Posted by JPAN View Post
I can't seem to find a way to add an attachment in my first post, so here is the file with the code compiled.

Use: open up in hex editor, find the line where the character part says it starts, and copy from that line up to the one filled with FF (both codes should end in bd, no more after that)

Edit: an error in the file, where it is written "decryption code starts at 0x1b0" should read "encryption code starts at 0x1b0".
And on the edit button, I see no way to manage attatchments, so... I'm sorry.
This resouce has sooo much in it, but for some reason, everything gave me bad eggs. Most of the people who know ASM have probably already figured this out, but no one actually posted what the solution was. For anyone who used JPAN's compiled decryption/encryption, the problem was actually quite simple: there was another typo, the line "encryption code starts at 0x1b0" should read "encryption code starts at 0x1a0". This may seem quite simple, but it left me stuck for almost 4 hours:D until I gave up and just converted the entire document to ASM instructions and realized I had the wrong starting point.

I hope this helps anyone looking to add some cool new in-game Pokemon editing to their hacks!
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  #46    
Old March 29th, 2013, 03:44 AM
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Hm, does anyone know how I could change the gender and nickname of a Pokémon?

I've got everything else to work but I'm not quite sure what I'm doing for that.
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  #47    
Old March 29th, 2013, 08:19 AM
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Quote:
Originally Posted by Spherical Ice View Post
Hm, does anyone know how I could change the gender and nickname of a Pokémon?

I've got everything else to work but I'm not quite sure what I'm doing for that.
Gender is linked into the PID. this thread just deals with unencryting the Data section which was XOR'd with the PID word by word. I've wanted to know this too. Let me take a look at how the PID is set up. the coding here should proove useful as it resets the checksum which is necessary for any PID changes.

edit: I didn't read through this completely yet, but it should be useful: http://bulbapedia.bulbagarden.net/wiki/Personality
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  #48    
Old April 1st, 2013, 04:13 AM
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Spherical Ice:
Okay, so I know that you have to set the fourth byte of the Pokémon's PID to 0xFE to make it female. I have no idea what I do with this information D:

I still don't understand ASM despite the tutorials I've read.
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  #49    
Old April 1st, 2013, 03:46 PM
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Quote:
Originally Posted by Spherical Ice View Post
Spherical Ice:
Okay, so I know that you have to set the fourth byte of the Pokémon's PID to 0xFE to make it female. I have no idea what I do with this information D:

I still don't understand ASM despite the tutorials I've read.
Well, the decryption routine and the encryption routine will recalculate the checksum, so if we use those and then in between them, we change the last (first? Reverse hex, or is it already reverse? IDK) byte to 0xFE, it should work.

To accomplish this, you would just load the offset of the byte you want to change into r0 and then 0xFE into r1 and then strb r1, [r0]. Fairly simple, if you understand it.:p Hit me up on MSN sometime and I might be able to help you understand it better.
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  #50    
Old April 4th, 2013, 03:53 AM
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Nature: Calm
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I'm a bit an old fashioned pokemon gamer. I really love the firered remake and the abilities, but i'm not very fond of the natures system. I want to give all (gifts/wild/trainerbattle) pokemon the docile nature (in other words, use the normal stats they had in red/blue). i guess some ASM is required when the pokemon is generated, has anyone looked into this so far or do i start from scratch?
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