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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 August 30th, 2010 (2:34 PM).
Team Rocket's Raichu Team Rocket's Raichu is offline
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Quote:
Originally Posted by diegoisawesome View Post
Well, actually, no. What you have to do is get the correct routine address, then go there and disassemble the routine. Then search for a number that resembles Zigzagoon's hex number (although it might be divided by 2, check and see) and change it accordingly.
Okay, when I have some more free time. I'll check it out, and see if I can find anything. I'm to busy right now to do it, maybe the weekend.
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  #27    
Old October 19th, 2010 (6:47 PM).
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The portable clock seems like an amazing idea! I'm currently hacking Sapphire, what do I need to do to make a portable clock there?
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Hacks I'm working on:
Pokemon Sapphire Hoenn's Rebirth - My own hack, making progress whenever possible.
3rd Gen Multiplayer Project - Research and development, occasionally testing, sometimes with support.
Pokemon Cursed/Creepy White - Group project, on hiatus for now with plans to return eventually.
Animal Crossing Wild World playing as an animal - experimental, messing with models and textures

Hacks I've worked on in the past:
Pokemon Ruby Destiny Broken Timeline (pre-reboot) - Assisted with maps
Pokemon HeartGold Prince Boo Edition - Experimental project with three small changes. Made at the request of YouTube LPer PrinceBoo21.

Been super busy with work, life, and laptop problems. Hopefully I can get back into it soon, I fear I'm already rusty. Meanwhile I'm considering writing some of my hacks as a series of fanfics.

Times I've been ninja'd: 18
Times I've ninja'd people: 3
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  #28    
Old October 19th, 2010 (9:35 PM).
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Quote:
Originally Posted by U_Flame View Post
The portable clock seems like an amazing idea! I'm currently hacking Sapphire, what do I need to do to make a portable clock there?
Find the special table, calculate which is the pointer for the clock routine, and then put that as the item routine thing.
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  #29    
Old October 20th, 2010 (4:35 AM).
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Wow. This really useful stuff. Especially to me because I'm a total looser at hacking Emerald. So, this helps me a lot. Thanks!
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  #30    
Old November 7th, 2010 (11:34 PM).
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I hope you find it out for R/S too.
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  #31    
Old December 21st, 2010 (10:08 PM).
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thanks so much!
this is gonna help with my emerald hack
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  #32    
Old December 28th, 2010 (6:31 PM).
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thank you. you've convinced me to hack emerald!!!
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  #33    
Old December 19th, 2011 (4:09 PM). Edited December 21st, 2011 by droomph.
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Wow, I freaking feel like a loser. I can't do anything on my own, can't I?

Well anyways thanks for the pointer for the clock special. I can probably work something out from there.

EDÐIT:Hah wow I stoopid
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  #34    
Old December 28th, 2011 (1:06 AM).
WintersDreaming WintersDreaming is offline
 
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Thankyou I can finally get rid of the PokeNav :)
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  #35    
Old April 5th, 2012 (4:11 PM).
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Isnt there a way to hack the trainers backsprite in emerald
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  #36    
Old October 16th, 2012 (5:21 PM).
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This document contains ALL the LZ77 compressed data offsets in pokemon Emerald(not deep scan), so those of you with a pokemon Emerald rom can rip the images.
Attached Files
File Type: txt lz77 compressed images complete.txt‎ (90.4 KB, 14 views) (Save to Dropbox)
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  #37    
Old November 9th, 2012 (11:10 AM). Edited November 9th, 2012 by Bond697.
Bond697 Bond697 is offline
 
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i was honestly not expecting to find this:

ROM:082E1880 ReadFlashID:
ROM:082E191C FlashTimerIntr:
ROM:082E1944 @ u16 __fastcall SetFlashTimerIntr(u8 timerNo, void (**IntrFunc)(void))
ROM:082E1980 StartFlashTimer:
ROM:082E1A28 StopFlashTimer:
ROM:082E1A6C ReadFlash1:
ROM:082E1A70 SetReadFlash1:
ROM:082E1AB0 ReadFlash_Core:
ROM:082E1AD4 @ void __fastcall ReadFlash(u16 secNo, u32 offset, u8 *dst, u32 size)
ROM:082E1B70 VerifyFlashSector_Core:
ROM:082E1BA0 @ u32 __fastcall VerifyFlashSector(u16 secNo, u8 *src)
ROM:082E1D5C @ u16 __fastcall IdentifyFlash()
ROM:082E1DFC PollingSR_COMMON:
ROM:082E1E9C @ u16 __fastcall EraseFlashChip_LE()
ROM:082E1F10 @ u16 __fastcall EraseFlashSector_LE(u16 secNo)
ROM:082E2074 ProgramFlashByte_LE:


there's more, but i need to finish going through the static library
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  #38    
Old October 15th, 2013 (7:12 PM).
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Let's say I activate the FRLG Town Map in Emerald, and I edit the graphics in unLZ... but what about modifying flying locations or editing the map/town locations in Advance Map? AMap would show up the Hoenn map, not the FRLG one.
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  #39    
Old October 15th, 2013 (8:30 PM).
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Quote:
Originally Posted by AntiRellik1 View Post
Let's say I activate the FRLG Town Map in Emerald, and I edit the graphics in unLZ... but what about modifying flying locations or editing the map/town locations in Advance Map? AMap would show up the Hoenn map, not the FRLG one.
When he says the FRLG Town Map, he means he's editing the leftover FRLG item to actually work with the PokeNav map, not adding the actual FRLG map.
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  #40    
Old October 16th, 2013 (7:32 PM).
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Quote:
Originally Posted by shiny quagsire View Post
When he says the FRLG Town Map, he means he's editing the leftover FRLG item to actually work with the PokeNav map, not adding the actual FRLG map.
Oh. I thought that actually using the FRLG Town Map in Emerald would work, considering the data must be there along with the rest of the leftover FRLG stuff.

The advantage of that is that we could have a much bigger world map.... RSE has only one for all Hoenn, FRLG has 1 for Kanto and 3 other screens/pages for the Sevii Islands.
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