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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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  #251    
Old June 9th, 2012, 11:14 PM
aar2697
 
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What I've noticed is that when you insert a map, you are not able to ride the bicycle on that map even if you edit all of the header settings for the map. The solution to this lies in the string of bytes for the map header.

1. In Advance Map, go to the map header and enter the professional map header settings with CTRL+H.
2. In the string of bytes for the map header under "Map options:," find the first of the last four bytes (byte #25 if that confuses you).
3. Change that byte (byte #25) to 01.
4. You can now ride the bicycle on that map!
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  #252    
Old June 30th, 2012, 02:57 PM
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Did someone ever thought about more characters than the two genders in FR? For example 2 boys and 2 girls?
In my eyes it would need a change of the choice in the intro and a modification of the scripts that renders the trainerbattles (backsprite) and the maps (OW) as like some minor things.
My Question is: Would it be possible with a small amount of work? I don't know how the routines that differ the gender work, but thinking about the checkgender command gives me the feeling that the game only allows 2 Values.

Does anyone know sth. about it?
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  #253    
Old July 1st, 2012, 10:29 PM
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Quote:
Originally Posted by looper View Post
Did someone ever thought about more characters than the two genders in FR? For example 2 boys and 2 girls?
In my eyes it would need a change of the choice in the intro and a modification of the scripts that renders the trainerbattles (backsprite) and the maps (OW) as like some minor things.
My Question is: Would it be possible with a small amount of work? I don't know how the routines that differ the gender work, but thinking about the checkgender command gives me the feeling that the game only allows 2 Values.

Does anyone know sth. about it?
It definitely would be alot of work. You could use a small shortcut, however, and take a leaf out of JPANs book and make a backsprite-switching and OW switching command. This would get around the OW and backsprite problem, although there are many other things that aren't addressed in JPANs hack engine, such as the small sprite of the player's head that shows up on the World Map, the end credits script, and plenty of other things. You could always modify the ASM behind the main part of the ROM that holds the player's gender, which according to my notes is at 0x0300500C + 0x8, to hold other values. Currently, it only uses 0 for boy and 1 for girl, but I'm sure you could make it accept other values with some ingenuity. But you'd need to go to every single routine in-game that depends on gender, and change the routine to have more branches. Alot of things change color depending on the gender, in addition to other things. If you're experienced enough to take it on, by all means, go for it :D, otherwise, try pursuing a simpler path. For instance, after Oak's intro, ask the player, in a script, if they'd like to be Type A boy or Type B boy, or Type A girl or Type B girl, and adjust the variables accordingly.
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  #254    
Old July 29th, 2012, 03:21 PM
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Hm... I've actually found the name input screen graphics in a/1/1/9 on a Pokémon Black 2/White 2 ROM. And then I found the name input screen graphics in a/1/1/8 on the first Pokémon Black/White ROMs. But when I try to insert the name input graphics from Black into Black 2... here's what happens, the graphics may be changed... but the characters and the cursor position haven't changed, so I'm actually wondering where the data for the name input screen and cursor position are... so then I can then replace the data from the first Black Version into Black Version 2.
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  #255    
Old August 7th, 2012, 03:29 AM
Keegsu
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I recently replaced the battery in my old Ruby Version cart, as it had run dry due to age. Some things have been working fine since the replacement (clock's running, Shoal Cave works like it's supposed to). Other things, however, are displaying symptoms very reminiscent of the old Berry Glitch that used to plague Ruby & Sapphire versions (berries won't grow, lotto tickets don't work). Now, I can't imagine the R/S/E programmers devoting much effort to elegantly restoring all the RTC related functionality after a dry battery has been replaced so finding these glitches after going through the effort to repair my cart are kind of disappointing but unsurprising.

I'm wondering about the feasibility of dumping my save using a tool like GBA_Backup_Tool and using some hacking tools to determine what's gone wrong with my save, perhaps comparing it with a healthy save, then fixing it and dumping it back to the original cart. Has fixing a bug like this ever been tried before?
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  #256    
Old August 7th, 2012, 05:26 PM
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Quote:
Originally Posted by Keegsu View Post
I recently replaced the battery in my old Ruby Version cart, as it had run dry due to age. Some things have been working fine since the replacement (clock's running, Shoal Cave works like it's supposed to). Other things, however, are displaying symptoms very reminiscent of the old Berry Glitch that used to plague Ruby & Sapphire versions (berries won't grow, lotto tickets don't work). Now, I can't imagine the R/S/E programmers devoting much effort to elegantly restoring all the RTC related functionality after a dry battery has been replaced so finding these glitches after going through the effort to repair my cart are kind of disappointing but unsurprising.

I'm wondering about the feasibility of dumping my save using a tool like GBA_Backup_Tool and using some hacking tools to determine what's gone wrong with my save, perhaps comparing it with a healthy save, then fixing it and dumping it back to the original cart. Has fixing a bug like this ever been tried before?
I think this is more of a question then actual research but I shall answer it anyway. I recall R/S had some problem making it so that time based events would stop work properly after a year. They did later on have ways to fix this. You can link it up to XD gale of darkness and it will fix it I believe. Also you can link it up to FR/LG and do something and it will also get fixed. I can't remember if Emerald does the same or if Colosseum had a fix. Google and research it, I can tell you there is definitely no need to dump your save.
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  #257    
Old August 7th, 2012, 09:06 PM
Keegsu
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Quote:
Originally Posted by Gamer2020 View Post

I think this is more of a question then actual research but I shall answer it anyway. I recall R/S had some problem making it so that time based events would stop work properly after a year. They did later on have ways to fix this. You can link it up to XD gale of darkness and it will fix it I believe. Also you can link it up to FR/LG and do something and it will also get fixed. I can't remember if Emerald does the same or if Colosseum had a fix. Google and research it, I can tell you there is definitely no need to dump your save.
Perhaps I should clarify- I did those patches ages ago, hence my referring to the "old Berry Glitch," as it's not a glitch that should be around any more. This is a copy of Ruby version that I've owned since 2003-2004 and it has done plenty of trading with FR/LG carts and with Colosseum on the same save that still exists. I even tried loading the patch program in my copy of FR and patching the game just in case I somehow managed to avoid getting the patch after all, and the Ruby cart comes up with an "Unable to update" message which I can't imagine is indicative of anything other than that it's already been updated.

The weird thing that's going on here, and the reason I gravitated towards the Research forum and started thinking about dumping my save (which I've done now, I'm just too inexperienced/stupid at hex-editing gba saves for the moment to actually do anything with the dumped save other than play it in VBA), is that I've somehow managed to replicate the effects of a glitch that should have been patched out of the game years ago. The obvious answer to "how" is that I'm experiencing continuing effects of the battery running dry despite putting in a new battery because the game doesn't know how to restart particular features after they've broken due to the battery (not due to the aforementioned glitch that Nintendo patched out themselves) and I want to research exactly what happened. There's one person in the Gen III Q&A thread who's mentioned experiencing the same issue under the exact same circumstances but overall it's not something that's been documented because the rare folks who actually change the dry lithium cells in their RSE carts mostly seem to just start new games once they do so.

What I want to do with the save file I've dumped is unpackage it and take a look at what's going on with the Loamy Soil data using a hex editor and see if there's anything insane going on with the minutes remaining variables for my berry bushes or if there's anything else amiss. Right now I lack the means to unpackage it though there's plenty of useful reference information on Ruby/Sapphire save file data structure on furlocks-forest (which I can't link yet since the board software won't let me until I've posted more).

Alternatively, there's the possibility I'm a complete idiot and it really is something simple I can patch using official Nintendo stuff and I just haven't done enough Google research. Somebody talk me down from my insane scheme if you think this is the case.
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  #258    
Old August 11th, 2012, 09:10 PM
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Some fun music hacking info..
There are fanfares (I guess I'll call them that) and songs. The difference between them is that if you start a fanfare on one map and go to the next, the fanfare will overlap with the new music. It will sound like a blended mess. If you insert a music track that you want for a city or route over it, then it'll still keep the characteristics of the fanfare. This is not good because the music will blend if you go to another map. To fix this, you must find the track's pointer in the song table. This can easily be found by looking at the "Table" offset in Sappy. So, you have the pointer. There are four bytes after the pointer. 00 00 00 00 means it's a song. 02 00 02 00 means it's a fanfare. If you want to make a song a fanfare, vice versa, then you change the bytes to what you desire. Now, you can replace the futile "You Fail It" tracks with great route music, or some other fanfare you want to replace.

Also, make sure you do this for every song table you have. You only have one if you haven't made another, by the way. :D
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  #259    
Old August 13th, 2012, 08:18 AM
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I didn't think this warranted an entire thread, mainly because I'm sure someone else has figured this out by now.

In Gen V games, the stat calculations system was overhauled, and stats are recalculated after every battle. This is all well and good, and I wouldn't touch it in any case, but one thing caught my eye...Deoxys's stats are calculated after every battle as well, even in Gen III. Only Deoxys. Why would they waste such a perfectly good system for ONLY Deoxys? I expect it's because of the forme-changing, but they could've expanded the system for everything!

Surely, since the system is already in place, it's a very simple matter to change it from affecting just one Pokemon to affecting all of them. Does anyone know anything about what someone might be able to do to fix this?
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  #260    
Old August 13th, 2012, 10:16 AM
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Quick Question:
Thanks to pichu2000's Tutorial I know that the data that links the data (maps, events, scripts and texts) is stored in the file a/0/1/3. Where is the data stored in DPP / HGSS?
And a second question: Are the commands used for scripting the same in DPP and HGSS?
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  #261    
Old August 18th, 2012, 02:49 PM
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Hey guys I have a question, do you guys now where the Trainer Card Sprite Table is?

I wan't to repoint the sprite being loaded when your male and change it to another number for example sprite #90...

I would appreciate if you guys can help me, and I know that there's a command in Jpan's Engine but I wan't to do it without applying the patch so can you guys help me?

NOTE: This is for the male sprite I don't need to repoint the Heroine sprite...
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  #262    
Old September 6th, 2012, 01:49 PM
Artemis251
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Hey, I'm not sure if this'll be noticed, but I'm givin' it a shot:

Does anyone know the location of either A) the code that makes Mew and Deoxys use/set the obedience bit, or B) the area that performs the check for the obedience bit in Pokemon Emerald? I'm planning on sprucing up my Pokemon Emerald Randomizer program, and I'd love to get that issue out of the way, as randomized wild pokemon imply possible legitimate Mew and Deoxys usage.

I've searched the forums and found a solution to fix wild Mews' obedience bit in FR/LG, but couldn't find Deoxys and additionally couldn't find anything similar in Emerald's code. Granted, I'm really lost in terms of ASM without a decent GBA debugger, but any help on this matter would be greatly appreciated. I've done ASM hacking on GBC before, so I'm not afraid to get my hands dirty. I figure that it's a simple replacement of a few bytes with NOOP, assuming the location of the check is known.

Lookin' forward to a response, I hope! Thanks for taking a peek.
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  #263    
Old September 7th, 2012, 09:46 AM
NintendoBoyDX
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Quote:
Originally Posted by Artemis251 View Post
Hey, I'm not sure if this'll be noticed, but I'm givin' it a shot:

Does anyone know the location of either A) the code that makes Mew and Deoxys use/set the obedience bit, or B) the area that performs the check for the obedience bit in Pokemon Emerald? I'm planning on sprucing up my Pokemon Emerald Randomizer program, and I'd love to get that issue out of the way, as randomized wild pokemon imply possible legitimate Mew and Deoxys usage.

I've searched the forums and found a solution to fix wild Mews' obedience bit in FR/LG, but couldn't find Deoxys and additionally couldn't find anything similar in Emerald's code. Granted, I'm really lost in terms of ASM without a decent GBA debugger, but any help on this matter would be greatly appreciated. I've done ASM hacking on GBC before, so I'm not afraid to get my hands dirty. I figure that it's a simple replacement of a few bytes with NOOP, assuming the location of the check is known.

Lookin' forward to a response, I hope! Thanks for taking a peek.
FR Obedience checks:
Deoxys: 0x0801D3EC
Mew: 0x0801D402

There ya go.

Last edited by NintendoBoyDX; September 7th, 2012 at 04:26 PM.
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  #264    
Old September 7th, 2012, 12:56 PM
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How hard/easy would it be to insert the Sevii Islands into HG/SS?

Seems like it'd be something someone has already done.
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  #265    
Old September 7th, 2012, 01:06 PM
Artemis251
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Quote:
Originally Posted by NintendoBoyDX View Post
Obedience checks:
Deoxys: 0x0801D3EC
Mew: 0x0801D402

There ya go.
Thanks for the reply, but are these for FR/LG or for Emerald? I know for sure the Mew address corresponds to the address in FR/LG, but after messing around with the same addresses in Emerald, nothing seemed to do the trick.
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  #266    
Old September 7th, 2012, 11:40 PM
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Quote:
Originally Posted by CriticalKYUC View Post
How hard/easy would it be to insert the Sevii Islands into HG/SS?

Seems like it'd be something someone has already done.
Very difficult. We've barely got events and maps editable yet. Completely adding something new is no easy task yet.
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  #267    
Old September 23rd, 2012, 10:38 AM
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Quote:
Originally Posted by Jambo51 View Post
Second up, this is the battle string loader hack I made. It intercepts the "failed" part of the loader. That is, it branches out from what the loader would otherwise consider to be a bad number to load from and skip.

Spoiler:
.text
.align 2
.thumb
.thumb_func
.global battlestringloaderhack
main:
mov r0, #0xC2
lsl r0, r0, #0x1
cmp r0, r6
bne normalcode
ldr r0, ramlocation
ldr r7, [r0, #0x0]
cmp r7, #0x0
beq alternative
mov r0, #0xA
lsl r0, r0, #0x18
cmp r7, r0
bge alternative
mov r0, #0x8
lsl r0, r0, #0x18
cmp r7, r0
blt alternative
b continue
alternative: mov r6, #0xC
ldr r1, returntwo
bx r1
continue: ldr r0, returnone
bx r0
normalcode: ldr r1, otherramloc
mov r0, #0xFF
strb r0, [r1, #0x0]
pop {r3-r5}
mov r8, r3
mov r9, r4
mov r10, r5
pop {r4-r7}
pop {r0}
bx r0
.align
ramlocation: .word 0x0203C020
returntwo: .word 0x080D77D1
returnone: .word 0x080D77DD
otherramloc: .word 0x0202298C


As you can see, it has checks to try and catch a "bad" location given in the RAM location I set aside for the new functionality. All it can catch, sadly, is if you leave the RAM location empty, or if you try to use an invalid ROM location. The rest, I have to leave to the user.

I've written the routine such that it supports 32MB ROMs as well, so you don't have to worry about that either.

To insert the actual routine, navigate to 0xD77BE and change the code to 03 49 08 47, then go to 0xD77CC and change the pointer to the insert location of the routine, plus 1 for THUMB mode of course.

Now, using it. It's as easy as this: Using the storebyte command of the battle script functionality (0x2E), store the bytes of the ROM pointer in little endian ordering, into the RAM address 0x0203C020. Then, you call the battle string printer as such:
Code:
10 84 01 39 40 00
The routines will take care of the rest!
For some reason it's not working correctly. It just freezes the game.

This is what I've done:
1. Insert the routine at 0x71EA35
2. Change the bytes like you said at 0xD77BE
3. Change the bytes at 0xD77CC so that it points to 0x71EA36
4. Inserted a text string at 0x71EA85
5. For my battle script, it goes like:
Code:
02 03 09 0A 48 01 03 00 2E DE 3F 02 02 14 89 C1 00 69 1D 08 12 40 00 2E 20 C0 03 02 85 2E 21 C0 03 02 EA 2E 22 C0 03 02 71 2E 23 C0 03 02 08 10 84 01 39 40 00 3D
And yes, I have made sure that I've assigned my custom attack to the custom battle script. It executes the animation, and I checked in VBA's Memory Viewer that it correctly updates the Attack Stat modifier like what I wrote in my custom script, and it even does the stat change animation like I made it so, but it doesn't display my custom message, instead it just freezes after that. The part that I bolded is the code that should display the custom text.
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  #268    
Old September 23rd, 2012, 03:22 PM
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1. Insert the routine at 0x71EA35
There's your problem. ASM routines need to be inserted at offsets ending with 0, 4, 8, or C. Move the routine, then repoint the pointer.
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  #269    
Old September 27th, 2012, 03:19 PM
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I didn't think this warranted a thread of its own, and I couldn't think of anywhere better to put it, but this is how to enable a different fanfare for the Key Items in Emerald (As standard, it uses the same fanfare as normal items, which is a bit boring).

Firstly, Compile and Insert this script somewhere in your ROM, anywhere will do:

Code:
#dynamic 0xF00000

#org @main
fanfare 0x212
return
Obviously, you can swap out the track it plays for any other fanfare in the Emerald ROM, but this one happens to suit it rather well.

Note down this pointer, and the navigate to 0x271B60 and change the pointer to point to your new script. Voila! Job done.
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  #270    
Old October 7th, 2012, 02:11 PM
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The following bytes determine the starting position of the player when you begin a new game:

0x54A08: Player X Position
0x54A00: Player Y Position
0x54A04: Map Bank
0x54A06: Map Number
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  #271    
Old October 10th, 2012, 11:52 PM
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is it possible to add new abilities to bpre and new evolutionary stones?
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  #272    
Old October 16th, 2012, 04:56 PM
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This is a document containing all the LZ77 compressed data in pokemon emerald U.S. 1.0 rom.
key
xxxxxx-?????
^ ^
offset description of what it looks like or is
xxxxxx+-xxxxxx,xxxxxx:??????????????????????????????????????????;xxxxxx:???????????????
^ ^ ^ ^ ^ ^
offset(tiles) offsets(raw or pallete) description of what it looks like offsets(raw or pallete)^
description of what it looks like ---------------------------------------------------------------- >^
It doesn't space correctly, sorry!
Attached Files
File Type: txt lz77 compressed images complete.txt‎ (90.4 KB, 16 views) (Save to Dropbox)

Last edited by FirEmerald; October 16th, 2012 at 04:56 PM. Reason: dang.
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  #273    
Old November 1st, 2012, 03:17 PM
IrrelevantPride
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I wasn't sure where to post this but it seems like a good spot. I was wondering if there's some RAM locations documentation available for the third generation games (such as the player's money, inventory, etc.). I found some on the second generation games on Data Crystal but I haven't been able to find much looking for the third generation games (specifically Pokemon Ruby) so I was hoping if someone could lead me in the right direction.
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  #274    
Old November 4th, 2012, 11:20 PM
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Has anyone thought of removing the Pokemon animations in Emerald for some extra free space? I've always found them watered down and disappointing after Crystal's multi-frame animations, and it would cut any sprite work I decide to do in half.

I'd assume we'd have to cut out the routine that switches frames and plays that stupid thing that warps the sprites, and then cut down the images to the standard one frame.

Has anyone attempted this?

Last edited by Deokishisu; November 4th, 2012 at 11:24 PM. Reason: TYPOS NOOOOOOO
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  #275    
Old November 4th, 2012, 11:57 PM
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This might be useful: In FireRed, the script that runs when respawning after losing a battle is located at 0x1A8D97. You can even edit it with XSE.

EDIT: And if you're respawning at your house rather than the Pokemon Center, it goes to this script instead: 0x1A8DD8
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DS-style 64x64 Pokémon Sprite Resource NOW COMPLETED
Custom Sugimori-style Pokémon Sprite Resource IN PROGRESS


Non-Pokémon hacks I support:
Sonic Classic Heroes
Sonic 3 Complete

Last edited by Chaos Rush; January 21st, 2013 at 11:12 AM.
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