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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 January 26th, 2013 (08:35 AM).
interdpth
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If you still haven't figured out how the game loads the palettes, I don't mind helping as this is really interesting. Hit me up on AIM or something :)
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  #27    
Old October 6th, 2013 (11:43 AM).
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What address do I insert these routines?
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  #28    
Old November 14th, 2013 (05:57 AM). Edited November 14th, 2013 by Hound of Justice.
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What about trainers saying something to the player inside a battle when they have a last pokemon left or when they are ready to use a rare strong pokemon

I think this was in Diamond id like to see this in gba too

What about trainers saying something to the player inside a battle when they have a last pokemon left or when they are ready to use a rare strong pokemon

I think this was in Diamond id like to see this in gba too
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  #29    
Old February 19th, 2014 (10:20 PM).
designmadman
 
Join Date: Dec 2012
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Mmmph...for the last routine I inserted my table location but I'm not 100% sure how to put the pointers to the games existing palettes...I know dumb but inexperienced simple problem

Code:
... table2: .word 0x08800790 ...

I always get the picture of the sprites hand starting to show in the far left hand corner but then the screen freezes at this point with the music continuing to play...
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  #30    
Old April 17th, 2014 (09:52 AM). Edited April 17th, 2014 by pengoy.
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im having troubles putting this in a rom, i followed the steps... but i always got an error upon activating the battle with a trainer and resets the game.

if this would help, i did this stuff...

1. changed the 0x8FFFFFF to 0x8800000 then point an existing palette with 3fa6a0 > a0 a6 3f 08
2. i put the hex codes of the .bins at 750001, 750041, 750071. ( should i put it in 750000~ etc. )

what am i doing wrong?


EDIT: I did manage to put it in the rom, the problem was the hex codes were in the "01" bytes... i put it to the '00" and it worked! YAY!


but there's only one sprite shown in the mugshots(both shows the same)... its the twins Tate & Liza... i tried to change the byte on the 2nd .bin, particularly the "1C" since 1C = 28, and the twin's sprite number is 28. i changed it and the sprite changes too, i thought it was supposed to show the trainer sprite im battling with? it shows a certain sprite no matter who i battle with.
Spoiler:


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  #31    
Old June 8th, 2014 (04:09 AM).
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RaileysXerilyasRX
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Nice job! This is the one I've been looking for! :D I've tried this on FireRed and it works well. So then, how to do this on Emerald?
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  #32    
Old October 4th, 2014 (09:35 AM). Edited October 4th, 2014 by Derlo.
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Derlo
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Some questions:
1 - There's a strange problem when I use the sprite 106 (1st rival sprite)
the pallets crash and the rom freeze..
2 - We can not use the battle in which Prof. OAK gives us tips (Type: 0x09, 1st battle against rival), the value that decides if the comments will be or not shown, is where we put the palette. the value is 0x03, but if we put the value 0x1 to load the first palette and then 0x03 = 0x103, the musgshot animations isn't loaded...

someone know how to fix?

EDIT:
After a little research I could fix the "commented Battle against rival".
The problem is that the kind of battle 0x09, record the information in a different place of RAM, so the routine does not read it.
I made some changes in MugshotHackOne and MugshotPallet Hack routines:
/*In Bold... my changes. (I don't know ASM correctly .. so ... that was what I got. xD)
/* I use Goldroad to assemble it.

Musghot Hack One:
Quote:
@define returntwo = 0x0807FFA5
@define returnone = 0x08080009
@define RAM = 0x020386ac


@thumb
thumb_code
main:
ldrb r5, [r4, #0x3]
lsl r5, r5, #0x18
lsr r5, r5, #0x18
ldr r3, RAM
ldrb r3, [r3]
cmp r3, #0x09
beq vs_oak_teach

cmp r5, #0x0
beq normalchecks
mov r1, #0x5A
ldr r5, returnone
bx r5

normalchecks:
cmp r1, #0x57
bne later
add r1, r2, #0x0
mov r0, #0xCD
ldr r5, returntwo
bx r5

later:
ldr r5, returnone
bx r5

vs_oak_teach:
mov r1, #0x5A
ldr r5, returnone
bx r5
Mugshot Pallet Hack
Quote:
@define ramoffset = 0x020386AE
@define ramoffset2 = 0x020386ca
@define trainertable = 0x08044028
@define table = 0x083FA740
@define table2 = 0x08F00d70
@define return = 0x080D28D5

@thumb
thumb_code
main:
ldr r1, ramoffset
ldrh r1, [r1, #0x0]
lsl r0, r1, #0x2
add r0, r0, r1
lsl r1, r0, #0x3
ldr r0, trainertable
ldr r0, [r0, #0x0]
add r1, r0, r1
r1, [r1, #0x1]
cmp r1, #0x5A
beq oldway
cmp r1, #0x57
beq oldway
ldr r1, ramoffset
ldr r3, RAM_color_cola
ldrb r3, [r3]
cmp r3, #0x00
beq write_PALSLOT

ldrb r1, [r1, #0x3]
sub r1, #0x1
lsl r1, r1, #0x2
ldr r0, table2
add r1, r1, r0
ldr r0, [r1, #0x0]
b back

oldway:
ldr r1, table
mov r2, r8
mov r3, #0x26
ldrh r0, [r2, r3]
lsl r0, r0, #0x2
add r0, r0, r1
ldr r0, [r0, #0x0]

back:
ldr r1, return
bx r1

write_PALSLOT:
ldr r1, ramoffset2
ldrb r1, [r1, #0x3]
sub r1, #0x1
lsl r1, r1, #0x2
ldr r0, table2
add r1, r1, r0
ldr r0, [r1, #0x0]
b back

Just put them in their proper places and the battle will load the mugshot smoothly ...
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  #33    
Old October 18th, 2014 (11:20 PM).
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Lance32497
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Quote:
Originally Posted by Jambo51 View Post
Create your table, with pointers to valid pallets, and change the 0x08FFFFFF pointer to your new table.
I dont get that part

so the table you are saying

TRAINER SPRITE POINTER TRAINER PALETTE POITER

or

00 00 08 08 1C 00 80 08 2C 00 80 08 3C 00 80 08 .....

Where:
00 00 80 08 is the trainer sprite #1 Pointer
1C 00 80 08 is the trainer palette #1 Pointer
2C 00 80 08 is the trainer sprite #2 Pointer
3C 00 80 08 is the trainer palette #3 Pointer

Am I right? Is that the table?
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  #34    
Old October 19th, 2014 (03:40 AM).
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Lance32497
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Oh! by just reading comments made me understood how your tutorial works in a Firered rom..

The table is all about palette haha, no sprites, but last question.....

Can I use all palettes of all the trainers?

From Ordinary lass to Champion?
In the table, What is the limitation numbers of palette to be used?

Is it possible in 0x100, 0x200, 0x300 and so on and so forth to reach upto 0x2000?
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  #35    
Old October 19th, 2014 (01:30 PM).
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Shiny Quagsire
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Quote:
Originally Posted by Lance32497 View Post
Oh! by just reading comments made me understood how your tutorial works in a Firered rom..

The table is all about palette haha, no sprites, but last question.....

Can I use all palettes of all the trainers?

From Ordinary lass to Champion?
In the table, What is the limitation numbers of palette to be used?

Is it possible in 0x100, 0x200, 0x300 and so on and so forth to reach upto 0x2000?
The palettes actually are referring to the palletes used behind the trainer, not the trainers themselves. So in terms of the trainer sprite, there are no limitations. However, for the background colors, that's where you need to set up those different palettes for each person you want to have this particular animation for.
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  #36    
Old October 19th, 2014 (04:42 PM). Edited October 19th, 2014 by Lance32497.
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I made it hehe
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  #37    
Old November 6th, 2014 (06:40 AM).
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Lance32497
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Hello mate! I wonder if instead of trainer battle, a wildbattle mugshot is possible?
I would like mugshots to be used when Legendary Battle.
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  #38    
Old 4 Weeks Ago (05:39 AM).
Misledangel
 
Join Date: Sep 2013
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for some odd reason everythin is working correctly except the elite four battles ... and it has sumfin to do with the first asm so here's what i did i inserted the first asm after compiling at FF FB 00 , then replaced the XX's like this 01 FB FF , where am i doing wrong its working fine for all trainers except elite fours..
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