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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 May 1st, 2011, 08:17 PM
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Quote:
Originally Posted by Jambo51 View Post
http://www.youtube.com/watch?v=ze0vPh63mEM
Sorry, I have no idea how to actually embed it in the post, so have a link instead!

Here we have video evidence of 649 Pokémon appearing in FireRed's Pokédex. As things stand, I haven't inserted the sprites or cries, or most of their stats, but NONE of what I just mentioned is routine related. Most of them (the ones with stats) are valid battlers too, so I think I can honestly say I'll have this finished within the next couple of days if I find the time.

Also shown in this video is the Kanto dex, reorganised into a regional dex. The length and order of this dex is entirely up to the hacker, but being based on LC and all, I decided to give it an appropriate pokédex order, and made the Kanto dex into the New Pokédex from GSC.
Not bad, I did that months ago. You figure out how to expand the seen/caught in the RAM yet? Cause that is the hard part...
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  #27    
Old May 1st, 2011, 11:09 PM
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Quote:
Originally Posted by Gamer2020 View Post

Not bad, I did that months ago. You figure out how to expand the seen/caught in the RAM yet? Cause that is the hard part...
Yeah, that was the first thing I did because I figured that the rest of it wouldn't work without that first.

@Full Metal
I'm still ironing out some bugs related to the hack, but when I make it bug free, I'll release the information.
I'm relatively happy to allow people to use it once it's bug free!
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Last edited by Jambo51; May 2nd, 2011 at 10:06 AM.
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  #28    
Old May 5th, 2011, 01:13 AM
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Quote:
Originally Posted by Jambo51 View Post
Yeah, that was the first thing I did because I figured that the rest of it wouldn't work without that first.

@Full Metal
I'm still ironing out some bugs related to the hack, but when I make it bug free, I'll release the information.
I'm relatively happy to allow people to use it once it's bug free!
Quote:
Originally Posted by Jambo51 View Post
Using the following routine, I was able to repoint and extend the seen and caught flags for Pokémon to a free RAM location. The new routine has support for 656 caught flags, and 656 seen flags (as close to 649 as I could get using the 8 bits to a byte system, obviously aiming for the gen 5 total here!). Bear in mind however, that the routine is only limited by how much free space you allocate it. If we were to use a full save block to store caught and seen flags (which is possible using JPAN's save block hack!), we would be limited to a maximum of 10,240 pokémon. This is clearly more than enough XD.

The routine actually simplifies on the original greatly and as such, it's more open to bugs and oddities. Instead of having 3 separate sets of caught and seen flags, I reduced it to 1 longer set, pointed to a different RAM location. The only issue I have with the routine is that the new block of ram is NOT saved when saving the game.

Code:
.text
.align 2
.thumb
.thumb_func
.global seencaughtflagsrepoint
main:
 add r3, r0, #0x0
 add r5, r1, #0x0
 lsl r2, r2, #0x18
 sub r0, r3, #0x1
 lsl r0, r0, #0x10
 lsr r3, r0, #0x10
 lsr r4, r0, #0x13
 mov r0, #0x7
 and r3, r0
 mov r0, #0x80
 lsl r0, r0, #0x11
 lsl r0, r3
 lsr r6, r0, #0x18
 mov r0, #0x0
 mov r12, r0
 cmp r5, #0x1
 beq caughtcheck
 cmp r5, #0x2
 beq setseen
 cmp r5, #0x3
 beq setcaught
 cmp r5, #0x0
 beq seencheck
 b end
seencheck: ldr r0, newblock
there: add r0, r0, r4
 ldrb r1, [r0, #0x0]
 and r1, r6
 cmp r1, #0x0
 beq end
 mov r0, #0x1
 mov r12, r0
 b end
caughtcheck: ldr r0, newblock
 add r0, #0x52
 b there
setseen: ldr r1, newblock
there2: add r1, r1, r4
 ldrb r2, [r1, #0x0]
 add r0, r6, #0x0
 orr r0, r2
 strb r0, [r1, #0x0]
 b end
setcaught: ldr r1, newblock
 add r1, #0x52
 b there2
end: mov r0, r12
 pop {r4-r7}
 pop {r1}
 bx r1
.align
newblock: .word 0x0203E400
This routine could theoretically be inserted directly over the original routine as it is smaller than it. If you wish to do so, paste my routine into the rom starting at 0x104AB2. However, it is substantially safer to insert it with a ldr bx combo. Up to you I guess. If you want to use a ldr bx combo, use Register 3.

As you can see, it sets up the new caught/seen flags at 0x0203E400 (seen) and 0x0203E452 (caught). That's 82 (0x52) bytes for each set, which equates to 656 caught and seen flags.

It uses a total of 164 bytes to safely store all the relevant bits. This is (again) actually smaller than what the original rom uses just to store 416 bits worth of flags. However, because all the data isn't concurrent, we can't use that for our new data.

The routine is pretty much self explanatory, and isn't complicated to the point of being unintelligible. This solves our first BIG problem related to the expansion of the Pokédex. Now if I could just get the block to save using jpan's hack, i'd be sorted.
Oh is that what that is? I really didn't notice that as I scrolled down. I'll take a better look at it tomorrow when I wake up. I want to compare it to the original routine and stuff.
I'm actually working on doing this to Emerald for my hack. I already have been able to add more Pokemon but the seen/caught is everybody's biggest problem I think.
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  #29    
Old May 5th, 2011, 01:41 PM
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I actually managed to get it all working, and then somehow completely mucked it up while (I believe) trying to insert a cry. Trying to replicate it on a clean rom now, but having issues with the Pokédex screen not working. I have noted down as many definite limiters as I can find, but I basically have to start over. I hate the cries! XD
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  #30    
Old May 5th, 2011, 03:46 PM
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Quote:
Originally Posted by Jambo51 View Post
I actually managed to get it all working, and then somehow completely mucked it up while (I believe) trying to insert a cry. Trying to replicate it on a clean rom now, but having issues with the Pokédex screen not working. I have noted down as many definite limiters as I can find, but I basically have to start over. I hate the cries! XD
Just make constant back ups and stuff. I made a tool to do all the repointing and expanding for me. All I need is to solve the Pokedex problem.

Did you properly repoint everything? Keep in mind you still need to put the egg and unowns after the Pokemon that includes the icons.
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Last edited by Gamer2020; May 10th, 2011 at 09:28 PM.
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  #31    
Old May 6th, 2011, 04:44 AM
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Just wondering...why don't we use the games own 'malloc' ?
( and of course, save a pointer to it, and such ) ?
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  #32    
Old May 10th, 2011, 04:58 PM
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For those who've been asking, I will probably release this publically as a patch when I've finished inserting all the data. This will mean it can't be used on a hack which is in progress. I'll most likely highlight the significant data in the patch so that people can copy it over to their roms if they want to use it on an already started hack. Of course, the patch will only be for BPRE as I simply don't have the time to sit and translate all the data and limiters over to another rom.

Current Patch Progress:
Limiters (100%)
Names (100%)
Front Sprites (100%)
Back Sprites (42% - Up to and including Servine in - No shiny pallets though)
Pokémon Data (100%)
Pokédex Entries (90% - Need to edit scale for comparison for nearly all, but everything else is in)
Movesets (0%)
TM/HM Compatibilities (5%)
Evolution Data (100%)
Evolution Types Added (100%)
Icons (60%)
Cries (100%)
Footprints (0%)
Pokédex Habitat Data (100%)

As you can see, there is a LOT of stuff to be done before I can truly call it complete. The routines work, yes, but that's about it.
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Last edited by Jambo51; June 7th, 2011 at 01:42 AM. Reason: Progress Update
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  #33    
Old May 10th, 2011, 06:16 PM
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Will you also document it and release the info? ( I'm genuinely curious about it X) )
And also, this weekend after I update Bytes And Bits. I would gladly help out in any way I can!
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  #34    
Old May 11th, 2011, 07:11 AM
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Quote:
Originally Posted by Full Metal View Post
Will you also document it and release the info? ( I'm genuinely curious about it X) )
And also, this weekend after I update Bytes And Bits. I would gladly help out in any way I can!
Yeah, of course i'll release documentation to go with it. It'd be a bit daft to release the patch, and then have people try to work it all out for themselves.

Most of the hard work has been completed, with all but one routine working from what I can see, and that shouldn't be too hard to fix. Interestingly, as a side effect of fixing the Unown sprites, I came across how the game generates the Unown, and could theoretically hack that to produce controllable Unown encounters.

What I mean by that is, the hacker can set what Unown s/he wants to appear on a certain map, or even control it with variables/flags. We can FINALLY have proper GSC style Unown controlled by completing those puzzles!
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  #35    
Old May 12th, 2011, 12:19 PM
mirrornineteen
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would it be possible to change the individual stats of the different unowns
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  #36    
Old May 12th, 2011, 12:28 PM
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Quote:
Originally Posted by mirrornineteen View Post
would it be possible to change the individual stats of the different unowns
That's a completely different thing. But don't they all have the same base stats?
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  #37    
Old May 12th, 2011, 01:05 PM
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That would seem to be more or less a waste of space -- having a separate stat listing for every possible unknown. :\
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  #38    
Old May 13th, 2011, 12:19 AM
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Even though my posts keep getting deleted for no reason I figured I should also mention you need to expand the move tutor learnable moves. I don't have the offset for BPRE but I dug this up. Just scroll towards the end.
http://www.pokecommunity.com/showpos...&postcount=267
The offset there is wrong though. You want to subtract by two bytes to include the first (?)
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  #39    
Old May 13th, 2011, 02:48 AM
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Hmm... you guys could edit and control the Unown that can appear on each map now, right? So if you're adding the Sinnoh and Unova listings, why not try to edit some more for the controlled changing of formes for some Pokemon? Lie Cherrim's Overcast Forme appearing only in sunlight, or when giving a certain item to Giratina or Shaymin (possibly a Griseous Orb or Gracidea) that will change their formes. This is especially neccesary for Arceus, with seventeen Plates that can change its forme AND type. So, how about it? :D
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  #40    
Old May 13th, 2011, 07:24 AM
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Quote:
Originally Posted by Meta Paradox View Post
Hmm... you guys could edit and control the Unown that can appear on each map now, right? So if you're adding the Sinnoh and Unova listings, why not try to edit some more for the controlled changing of formes for some Pokemon? Lie Cherrim's Overcast Forme appearing only in sunlight, or when giving a certain item to Giratina or Shaymin (possibly a Griseous Orb or Gracidea) that will change their formes. This is especially neccesary for Arceus, with seventeen Plates that can change its forme AND type. So, how about it? :D
And what if I told you i've already started doing some of the basic work needed for that...? I can already switch sprites around based on forme checks, although, I still haven't worked out a way to do type changes.

EDIT: I think that type isn't actually stored in the Pokémon's data. I think the game automatically reads the actual data table stored in the rom to determine type. In order to get TYPE changing formes, I was thinking of have the game run a set of extra checks, firstly checking the pokémon against a list of Pokémon which have formes and which type of forme (male/female sprite (Pikachu), simple sprite switch (Shellos and Gastrodon), sprite and type switch (Arceus)), and then, if it has a forme, run the appropriate check to see if the sprite needs switching. For the type, i'll need to run a LOT of extra checks. Basically, any read of the type of any given Pokémon (whether in Battle, or in status screen - Note that the Pokédex could support it too, but it's better not to really), will need to have those extra checks running and modifying the type behaviours for each given Pokémon individually.

In other words, we have forme 1 Burmy and forme 2 Burmy in our party. The check will get run for BOTH Burmys as it will match one of the forme checks, the first one will return Bug/Grass Type and Sprite number 1 (because of location or whatever it is that changes a Burmy's forme), while the second will return Bug/Steel Type and Sprite number 2. Does that make sense?

How I would go about doing it, would be to have a 650 byte long table (an entry for each Pokémon species) with the following key:
0 - No Forme
1 - Simple Sprite Switch (Including Male/Female Formes)
2 - Sprite and Type Switch

0 Speaks for itself. 1 would run appropriate checks for the species you pass it (if you pass it 0x19, it will check the Pokémon's gender, and then load the appropriate sprite, if you pass it 0x1A6 it will check where the Pokémon was caught, and load the appropriate sprite).
2 is more difficult. It would run a similar check to 1, but it would also have to force the game to bypass reading the normal Pokémon Stats Data, and make it read a separate set of data with a separate set of types.
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Last edited by Jambo51; May 13th, 2011 at 10:03 AM.
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  #41    
Old May 13th, 2011, 09:52 AM
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You may also want to look into the egg moves.
The format is explained here.
http://rhw.magicstone.de/index.php?pn=attacken
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  #42    
Old May 14th, 2011, 03:21 PM
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Would it be possible to consider two different Pokemon to be the same Pokemon? That way we could have 28 Unowns that are created the same as other Unowns, 2/3 pikachus that are treated the same, and 7 or so of the one legendary. That would mean less hardcoded checks, but still wouldn't cover, say, cast-form.

Of course, I'm reverting to my Yuri's Revenge sensibilities, when this is more Tiberian Dawn style ASM.
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  #43    
Old May 14th, 2011, 03:41 PM
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Originally Posted by D1Hazel View Post
Would it be possible to consider two different Pokemon to be the same Pokemon? That way we could have 28 Unowns that are created the same as other Unowns, 2/3 pikachus that are treated the same, and 7 or so of the one legendary. That would mean less hardcoded checks, but still wouldn't cover, say, cast-form.

Of course, I'm reverting to my Yuri's Revenge sensibilities, when this is more Tiberian Dawn style ASM.
I'm not really 100% sure what you mean here...
The Unown are all generated in the same way, and are all treated as one species of Pokémon.
Every Pokémon is randomly generated based on their stats when it's encountered, but there are specific checks determining what forme they can take (Deoxys and Unown are the obvious examples here).

On a related note, I have managed to programme in all but 1 of the evolutionary types that were introduced in Gen 4 and 5. Including getting the New Evolutionary Stones to work properly. The only one which is currently unavailable is the gen 5 introduced one where the two traded Pokémon control whether or not they evolve.
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  #44    
Old May 17th, 2011, 09:12 AM
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Since you brought up the subject of 'new evolution' in 3rd gen...

You could try to make the orignal DN evolution system, was based on new D/N systems that were released for FR.

It would be very helpful for all.
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Last edited by Derlo; May 17th, 2011 at 09:13 AM. Reason: Your double post has been automatically merged.
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  #45    
Old May 17th, 2011, 10:18 AM
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Quote:
Originally Posted by Black_Flames View Post
Hi all,
I wanted to know if any1 can release pokemon fire red hack with 649 pokedex.
im not really good with ASM or HEX.
Ill give credit in my hack.
Thanks.
First of all, this really isn't the place to ask for this. Careful or you'll get yourself into trouble with the mods. Secondly, the patch is NOT complete for any rom yet, and probably won't be for a while yet.

Quote:
Originally Posted by Derlo View Post
Since you brought up the subject of 'new evolution' in 3rd gen...

You could try to make the orignal DN evolution system, was based on new D/N systems that were released for FR.

It would be very helpful for all.
What? The level up Eevee with full happiness at Day/Night to get Espeon and Umbreon? I have put it in
Goes without saying that the rom needs the RTC for it to work though, otherwise it'll always try to evolve to Umbreon, as the routine will check the RTC time, which will be set to 0, and interpret that as night time.
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Last edited by Jambo51; May 17th, 2011 at 10:23 AM.
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  #46    
Old May 21st, 2011, 04:31 PM
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Wow... Just wow. I come back to visit and I find this. Great job Jambo51! I'm looking forward to seeing that awesome patch.
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  #47    
Old May 22nd, 2011, 08:01 AM
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Originally Posted by shiny quagsire View Post
Wow... Just wow. I come back to visit and I find this. Great job Jambo51! I'm looking forward to seeing that awesome patch.
Thanks! I've been very busy since I developed the Day/Night Wild Pokémon routines

Another important update: All the evolution types work as far as I can tell, however, for people who play these hacks using a flash card rather than an emulator, I take no responsibility for any bugs caused by the new evolution types, as I cannot forsee bugs on systems I can't test on.

Gen 5's evolution type (Karrablast -> Escavalier when traded with a Shelmet or Shelmet -> Accelgor when traded with a Karrablast) works with IN GAME TRADES only at this time. I cannot test how the game works with proper trading, and as such, can make NO guarantees that it will work. I expect that it will not work, but feel free to give it a try.

While the routines for the Day/Night Specific evolutions work, I am NOT including the RTC in this patch. It is not mine, and I can't add it to the patch without first asking the people behind it's permission.
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Last edited by Jambo51; May 22nd, 2011 at 08:08 AM.
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  #48    
Old May 22nd, 2011, 08:01 PM
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Also, about the forms earlier, I once made seasonal forms for a specific pokemon by changing the sprite based on the RTC. I lost the source somehow, but I could dig it back up sometime. Or, a different approach could be to use the animation system. I made it so animations could vary from pokemon to pokemon, so I could add a check for forms, and load a different animation that shows a specific form.
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  #49    
Old May 24th, 2011, 07:20 AM
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Originally Posted by shiny quagsire View Post
Also, about the forms earlier, I once made seasonal forms for a specific pokemon by changing the sprite based on the RTC. I lost the source somehow, but I could dig it back up sometime. Or, a different approach could be to use the animation system. I made it so animations could vary from pokemon to pokemon, so I could add a check for forms, and load a different animation that shows a specific form.
I have some ideas for simple sprite varying formes, as they aren't hard to do in any way. At the end of the day, the Unown are simply differing formes of the same Pokémon, so we can easily copy the routines for the Unown, bend them to suit our purposes (check genders/held items and such) and load the appropriate sprite for the result of the check.

However, formes with differing TYPES are going to be an absolute B***H to do. From what I can tell, the type data is not stored in the Pokémon's data, but is loaded from the Pokémon data tables dynamically as it's needed. This means that we will need to create literally hundreds of new routines which run the same checks as the sprite ones above to try to force different typing on different formes.

Is it really worth doing this...?
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  #50    
Old May 24th, 2011, 03:29 PM
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You could just be lazy and add the type formes as separate Pokemon, switching which one it is in an evolutionary manner with some routine. Would there be any issue with that? The way I see it- it's too much of a hassle (Albeit, a huge accomplishment) to go about it the way you are.

Also, would you mind sharing just what the issue was with getting new evolutionary stones to work? I've had a look through the item table and the evolution table and I couldn't see anything out of the ordinary.

In any case, I'm so impressed with your work and it's really beneficial to those researching these things out of interest
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