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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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  #326    
Old March 15th, 2013 (05:30 PM).
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Quote originally posted by robin22gongon:
Okay, now it's more unclear to me... Which one?



And I just compile using ASM and I'm good?
Wrong post! http://www.pokecommunity.com/showpost.php?p=7526770&postcount=303
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  #327    
Old March 15th, 2013 (06:46 PM). Edited March 15th, 2013 by BlackWhiteRobin.
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Oooooh..... Sorry... My bad.

BTW how do I do that? Hackmew's Knowledge Tutorial doesn't say anything about the "offset=offset" thing.

EDIT: Do I just repoint those offset to the one on the right?

EDIT2: Nevermind! I got it to work. Knizz, YOU-HAVE-MY-ETERNAL-GRATITUDE.

EDIT3: BTW How come the Help System is not in Pokemon Liquid Crystal? Does Anyone know how to remove that?
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  #328    
Old March 15th, 2013 (09:43 PM).
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Okay just asking, does anyone know the locations of the limiters on the Item amount.
I know about the bytes at 0x98998, 0x10864C and 0x10DA14, but I'm not sure where the others are.
If anyone can help, that'd be appreciated
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  #329    
Old March 16th, 2013 (07:05 AM).
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Quote originally posted by robin22gongon:
Oooooh..... Sorry... My bad.

BTW how do I do that? Hackmew's Knowledge Tutorial doesn't say anything about the "offset=offset" thing.

EDIT: Do I just repoint those offset to the one on the right?

EDIT2: Nevermind! I got it to work. Knizz, YOU-HAVE-MY-ETERNAL-GRATITUDE.

EDIT3: BTW How come the Help System is not in Pokemon Liquid Crystal? Does Anyone know how to remove that?
I'm going to give you a little tip, whenever you see something in brackets: [___] like these, it always means what is contained at the given offset. This comes up a lot, and it will help you understand chemistry:p, there is a connection here... Let me know when you notice it:p.
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  #330    
Old March 16th, 2013 (12:19 PM).
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Would there be a way to duplicate the Berry Pouch/TM Case and use it to hold different items?
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  #331    
Old March 16th, 2013 (05:32 PM).
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Changing the Level At Which Eggs Hatch

So, a very simple hack here. Simply allows you to define what level the hatched Pokémon will be at when it hatches. These offsets are BPRE only. I haven't the time to search for RSE's right now. If you backtrack from the Pokémon Encrypter with index 0x19 (Exp Points), you should find the same movs in RSE.

Code:
081375B0: XX 21
08046CBE: XX 22
0804623E: XX 22
See? Easy. Simply change the XX's to the level you want eggs to be. The XX's must all have the same value, or weird things will happen. The maximum allowed value is 0x64 (100). The game bugs out if you set it any higher.
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  #332    
Old March 16th, 2013 (10:32 PM). Edited March 16th, 2013 by Wobbu.
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I found the offsets from Pokémon Emerald (BPEE) for changing the level of Pokémon when they hatch from eggs.

Code:
08070A38: XX 22
08071414: XX 22
081C3200: XX 21
Thanks to Jambo51 for finding the FireRed offsets and making it easy to find the Emerald offsets.

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  #333    
Old April 1st, 2013 (08:51 PM).
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And another one, would it be possible to port the R/S/E Pokedex to FR? Just the appearance and functions not the main Pokedex content. I'm curious since I discovered that the Ruins of Alph was ported to FR so I thought it would be possible to do the same with a Pokedex.

Also a port of how the Pokemon Info Screen like the one jsziede posted to FR?
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  #334    
Old April 2nd, 2013 (08:55 PM).
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Quote originally posted by Chaos Rush:
Here are some offsets for the Pokedex HUD:
0x451F55 = X position of text list
0x451F56 = Y position of text list
0x451F5D = X position of Habitat picture
0x451F5E = Y position of Habitat picture
0x451F65 = X position of "Seen:__ Owned:__" box
0x451F66 = Y position of "Seen:__ Owned:__" box
0x451F61 = BG Palette number that habitat picture uses
0x4520C8 = # of list entries on main pokedex page (National Pokedex enabled only)

Mess around with the bytes at those offsets, allowing you to do stuff like this:
I know this post of Chaos Rush was decades ago but I found another offset.
452010 = # of list entries on main Pokedex page (Regional)
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  #335    
Old April 19th, 2013 (10:29 AM).
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Hello I'm currently trying to figure out how to add more Gym badges. But I'm having trouble finding where to start.
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  #336    
Old May 5th, 2013 (11:42 AM). Edited May 5th, 2013 by NarutoActor.
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Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
Spoiler:


Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
Spoiler:
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  #337    
Old May 5th, 2013 (01:33 PM).
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Quote originally posted by NarutoActor:
Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
Spoiler:
Did you ever track down the data you edited? If not, you can easily find where it is by making an ips-file and use a hex editor to open the ips-file (that of course now holds the content between the original file and the hacked file with edited wild pokemon data). Ips file data structure is the following:

[First 5 bytes = "PATCH" in ASCII code][3-byte data address][How many bytes to write to this address (2 bytes)][Data to write to...][3-byte data address][How many bytes to write to this address (2 bytes)][Data to write to...]....["EOF" in ASCII]

What comes to other things, I like what I'm seeing here
And especially, since I've been doing similar things with Java myself just now.
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  #338    
Old May 5th, 2013 (02:08 PM). Edited May 5th, 2013 by Iacobus.
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Quote originally posted by NarutoActor:
Hello' everyone, I am working on a Java-Based Cross Platform Program to allow hackers to edit the wild data for GBA games and not be limited to the first 3 generations like advance map does. This is manly intended for the use of the 649 patch, but I can also be used for fakemon hacks since the list of pokemon is user-defined.

Here is the problem, I can not find out how wild data is structured in FireRed. I tried using offsets that are given' in advance map, and using backwards searches with a hex editor but I am running dry. I am hoping someone has the information, or that someone can at least help find it, without it I can not continue with the program. I already made the GUI, I just need to implement the structure. Here is a screen shot to show the program so far.
Spoiler:
I'm not to sure if you should be writing a program if you can't figure it out yourself, but hey..

As defined in the AM ini, the pointer to the wild Pokémon data is located after the following byte sequence:
03 48 04 80 09 E0 00 00 FF FF 00 00

For FR (English) we find the following: B8 9C 3C 08

When we go to 0x3C9CB8 in our hex editor, we see the following:
02 1B 00 00 D0 73 3C 08 00 00 00 00 00 00 00 00 00 00 00 00 02 1C 00 00 08 74 3C 08 00 00 00 00 00 00 00 00 00 00 00 00 02 1D 00 00 40 74 3C 08 00 00 00 00 00 00 00 00 00 00 00 00

I hope you see a pattern here.. Anyway, here is what you need to know:
02 1B 00 00 D0 73 3C 08 00 00 00 00 00 00 00 00 00 00 00 00

Bank Number
Map Number
Filler
Grass Pointer
Water Pointer
Trees Pointer
Fishing Pointer

I checked the Bank and Map in AM and this seems to be the data for the MONEAN CHAMBER.
If I go and check the Wild Pokémon, this map appears to have only grass encounters. Looking at the zero-pointers for water, trees and fishing, this could be right. So, let's investigate a bit further.

We go to 0x3C73D0 in hour hex editor and again see a bunch of data. For everyone's sake, I only copied what belongs to the map (to the grass encounter data of the map).
07 00 00 00 A0 73 3C 08 19 19 C9 00 19 19 C9 00 1919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C900

The first byte is the encounter ratio. Then we have 3 filler bytes (?) followed by a pointer.
After the pointer, we have our 12 Pokémon with their minimum and maximum levels. Bytes are in this order: minimum level, maximum level, Pokémon number.

Hope this is enough for now.
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  #339    
Old May 12th, 2013 (10:25 AM). Edited April 9th, 2015 by Spherical Ice.
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Okay, so you can control which map out of a pre-determined list of maps the Seagallop Ferry (special 0x17B) will take you to, but how would you change what map the values of the variables correspond to?
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  #340    
Old May 12th, 2013 (08:24 PM).
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Hey guys! This post by knizz:
Quote originally posted by knizz:
For FireRed:
If you want to skip the intro: [0x080EC5D0]=0x08078915.
If you want to skip the intro+titlescreen: [0x080EC5D0]=0x0800C301.
If you want to skip the tutorial+oak:
  • [0x0800C4C4]=0x08056645
  • [0x08054A68]=0x4C3C
  • [0x08054A6A]=0x6820
  • [0x08054A6C]=0x4900
  • [0x08054A6E]=0xE001
  • [0x08054A70]=name of the player
    Spoiler:

    081C5758 : GREEN
    081C575E : RED
    081C5762 : LEAF
    081C5767 : FIRE
    081C576C : GARY
    081C5771 : KAZ
    081C5775 : TORU
    081C577A : ASH
    081C577E : KENE
    081C5783 : GEKI
    081C5788 : JAK
    081C578C : JANNE
    081C5792 : JONN
    081C5797 : KAMON
    081C579D : KARL
    081C57A2 : TAYLOR
    081C57A9 : OSCAR
    081C57AF : HIRO
    081C57B4 : MAX
    081C57B8 : JON
    081C57BC : RALPH
    081C57C2 : KAY
    081C57C6 : TOSH
    081C57CB : ROAK
    081C57D0 : OMI
    081C57D4 : JODI
    081C57D9 : AMANDA
    081C57E0 : HILLARY
    081C57E8 : MAKEY
    081C57EE : MICHI
    081C57F4 : PAULA
    081C57FA : JUNE
    081C57FF : CASSIE
    081C5806 : REY
    081C580A : SEDA
    081C580F : KIKO
    081C5814 : MINA
    081C5819 : NORIE
    081C581F : SAI
    081C5823 : MOMO
    081C5828 : SUZI
  • [0x08054A7E]=0x4E34
  • [0x08054B3A]=0x0000
  • [0x08054B3C]=0x0000
plz credit lol
If you do this:
Quote originally posted by knizz:
If you want to skip the intro+titlescreen: [0x080EC5D0]=0x0800C301.
the intro animation and the title screen will be removed BUT the Help System is removed too.

I'm guessing that the Help System is loaded as soon as the Titlescreen is displayed or maybe when the screen is refreshed and since it wasn't displayed or refreshed, it didn't load the Help System too.

Maybe we can mess up with it and make it load the Titlescreen but not load the Help System.
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  #341    
Old May 13th, 2013 (06:52 PM).
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@Icobus
I knew most of what you posted but the information about the advance map's ini I did not know about, and proved quite useful(Thank you)
I have done some more research and testing, and some of your results are off.
Quote:
07 00 00 00 A0 73 3C 08 19 19 C9 00 19 19 C9 00 1919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C9001919C900

The first byte is the encounter ratio. Then we have 3 filler bytes (?) followed by a pointer.
After the pointer, we have our 12 Pokémon with their minimum and maximum levels. Bytes are in this order: minimum level, maximum level, Pokémon number.
There are only 12 pokemon for grass encounters
5 for water
and 10 for fishing
also the pointer that you describe is actually the pointer to the wild-data, the data after the pointer belongs to a different map/bank
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  #342    
Old May 20th, 2013 (04:11 PM).
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I found all of the Special Tables, for anyone who cares.
0x0815FD60
FR Special Table

0x081DBA64
Emerald Special Table

0x0814B194
Ruby Special Table
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  #343    
Old May 20th, 2013 (07:51 PM).
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So, second real post here, and I apologize effusively if I'm posting this in the wrong place, but as far as I'm aware this is a good place to post this question:

So, my friends and I are embarking upon starting our own Pokemon Hack, and we want to do it for the GBA/3rd Gen. I was originally thinking just hacking Emerald, but I noticed that in a lot of tutorials people are using FireRed.

Is there a reason for this? Are there pros and cons for using FireRed or LeafGreen over Ruby/Sapphire? Is Emerald any harder for some reason, like the Battle Frontier?

So, if anyone could give some quick information over the differences between hacking the different GBA games, or if there's none at all, I would greatly appreciate it. Thanks!
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  #344    
Old May 21st, 2013 (02:49 AM).
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Quote originally posted by Zivlok:
So, second real post here, and I apologize effusively if I'm posting this in the wrong place, but as far as I'm aware this is a good place to post this question:

So, my friends and I are embarking upon starting our own Pokemon Hack, and we want to do it for the GBA/3rd Gen. I was originally thinking just hacking Emerald, but I noticed that in a lot of tutorials people are using FireRed.

Is there a reason for this? Are there pros and cons for using FireRed or LeafGreen over Ruby/Sapphire? Is Emerald any harder for some reason, like the Battle Frontier?

So, if anyone could give some quick information over the differences between hacking the different GBA games, or if there's none at all, I would greatly appreciate it. Thanks!
This is the place to post questions: http://174.133.255.180/showthread.php?t=79614

Anyways, the topic you are bringing up is one that comes up often. We actually had a whole thread around here dedicated to it not too often ago, but I can't find it right now....

Either way, in the beginning, no on hacked FR. Almost all of the early hacks were on Ruby. However, it was eventually found that people liked FR more for a couple of reasons:

-The base graphics were better in many opinions.
-Some things are coded to be way simpler.
-ASM hackers found that the introduction of DMA made finding things easier.


Now, Emerald shares a lot of the coding traits of FR, but most people don't hack it simply because of the lack of resources. There are very few tutorials that include Emerald offsets, so it is difficult for people to find what they want. However, that does not mean that it hasn't been hacked. Flora Sky is an Emerald hack that came out pretty good. It really all sits on the amount of extra work you want to do.
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  #345    
Old May 27th, 2013 (08:45 PM). Edited May 31st, 2013 by knizz.
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I thought I'd post this here:
Screenshot from 2013-05-28 05:36:50.pngScreenshot from 2013-05-29 17:19:26.pngScreenshot from 2013-06-01 00:17:32.png
It's what I'm working on at the moment.
It's an online version of my database
with server-synced comments.

Update:
I uploaded it at http://capsule.whypanic.org:1024/
(Tested with Chromium; FF is slow)
And you'll need a firered rom to use it.
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  #346    
Old May 28th, 2013 (02:37 AM).
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Quote originally posted by knizz:
I thought I'd post this here:
Attachment 68434
It's what I'm working on at the moment.
It's an online version of my database
with server-synced comments.

EDIT:
I uploaded it at http://capsule.whypanic.org:1024/
(Tested with Chromium; FF is slow)
And you'll need a firered rom to use it.
I have made several changes to your database on my own comouter as I have encountered new routines that aren't named. Would you like these offsets?
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  #347    
Old May 28th, 2013 (06:29 AM). Edited May 28th, 2013 by knizz.
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Quote originally posted by karatekid552:
I have made several changes to your database on my own comouter as I have encountered new routines that aren't named. Would you like these offsets?
Sure, if you could give me the names as a list (or idb file), that'd be great.
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  #348    
Old May 31st, 2013 (03:57 PM). Edited May 31st, 2013 by GoGoJJTech.
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setflag 0x839 will set up the mystery gift option on the main menu. You will not receive gifts though, but you already knew that. FR and LG by the way.

Edit1: offset 0x0800cbe8 calls the message: "The Wireless Adapter is not connected.", which is at offset 0x08415AA4
Edit2: The routine calls either the message above or 0x0800cc04, which points to offset 0x08415ACB which is: "MYSTERY GIFT can't be used while the Wireless Adapter is attached." branching could lead to a new routine where we could put a sprite on screen or something like that.
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  #349    
Old June 3rd, 2013 (08:43 AM).
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Quote originally posted by knizz:
I thought I'd post this here:
Attachment 68434Attachment 68444Attachment 68464
It's what I'm working on at the moment.
It's an online version of my database
with server-synced comments.

Update:
I uploaded it at http://capsule.whypanic.org:1024/
(Tested with Chromium; FF is slow)
And you'll need a firered rom to use it.
I was playing with the database in study hall today, and I must say, this is pretty cool, especially the built in emulator. There wouldn't happen to be a breakpoint feature that I can't find, would there?
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Old June 7th, 2013 (01:49 AM).
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MrDollSteak MrDollSteak is offline
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 20
Gender: Male
Posts: 508
I've just got some very quick offsets for Pokedex hacking.

I'm not sure whether it's already been posted, I don't think so, as I had to discover these on my own.

I've found 2 limiters for the Kantodex that are quite useful, which when combined with Jambo51's already posted offsets, can allow for the Kantodex to act as a national dex.

Even though Jambo already found the limiter for the Kantodex itself, it would still not display the correct seen/caught numbers as they were still limited to 150 as were the habitats.

By changing the number 96 at the offset: 104BF2
You can extend the limit to the seen/caught text. Eg. changing 96 to FA will allow for a max of 250 seen/caught Pokemon.

By changing the number 97 at the offset: 106828
You can extend the number of Pokemon that will be correctly featured in the habitat pages. Eg. changing 97 to FA will allow for the first 250 Pokemon in your pokedex to be displayed in the habitat pages before receiving the national dex.

This can be helpful as it stops people from having to give the national dex at the start of the game.

I'll just repost Jambo's limiters from his thread here

0x10352C - mov r1, #0x97
0x1035F6 - cmp r0, #0x96

Just change those 2 bytes at that offset to the number of Pokemon you want in.
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