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  #1    
Old May 31st, 2013, 12:43 PM
Jambo51's Avatar
Jambo51
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Hi there, and as you may have come to notice, the number of truly safe variables and flags available in the vanilla Fire Red game is extremely limiting.

If you don't know this, then read this great thread by karatekid552 which explains why flags and variables after/before a certain number are unsafe to use.

So, is there any good way to solve this problem? Well, yes, we can repoint a block of the variables and flags to use free memory!

It should be noted that, after including this repoint in your hack, any PLAYERS will be forced to restart their save games! There is no way around this.

PREREQUISITES
Spoiler:
A Fire Red ROM
This Patch OR An already installed JPAN Memory extension
A Brain


So, to the main part of this post.

Making Flags 0x900-0x18FF safe to use:
Spoiler:
Flag Routine:
Code:
.text
.align 2
.thumb
.thumb_func
.global flaggethack
main:
	mov r0, #0x9
	lsl r0, r0, #0x8
	cmp r4, r0
	blt normal
	mov r0, #0x19
	lsl r0, r0, #0x8
	cmp r4, r0
	bge noget
	mov r0, #0x9
	lsl r0, r0, #0x8
	sub r4, r4, r0
	add r6, r4, #0x0
	str r4, [sp, #0x0]
	ldr r0, memoryblock
	lsr r1, r6, #0x3
	add r0, r0, r1
exit:	pop {r4-r6}
	pop {r1}
	bx r1
normal:	ldr r0, normalmemoryblock
	ldr r0, [r0, #0x0]
there:	lsr r1, r6, #0x3
	mov r3, #0xEE
	lsl r3, r3, #0x4
	add r1, r1, r3
	add r0, r0, r1
	b exit
noget:	add r0, r4, #0x0
	b there
.align
memoryblock:	.word 0x0203C000
normalmemoryblock:	.word 0x03005008
Assemble this routine and insert it into your ROM in an aligned location. That is, the address ends with a 0, 4, 8 or a C. Then navigate to 0x6E5D6 and change the code there to:

Code:
01 48 00 47 00 00 XX XX XX 08
Where the XX's stand for the location of your routine + 1 in little endian format (aka reverse hex).

And that's that. Once this routine is inserted, you can use any of the flags between 0x900 and 0x18FF (inclusive) safely without any problems!
NOTE: This routine CUTS OFF ACCESS to flags outside the usable range of 0x0 - 0x18FF. That is to say, they simply stop working. I designed it like this to try to ensure that bad memory accessed would be less likely to happen.


And secondly, the variables!

Making Vars 0x5000-0x51FF safe to use:
Spoiler:
Variable Routine:
Code:
.text
.align 2
.thumb
.thumb_func
.global varflaghackone

main:
	mov r2, #0x40
	lsl r2, r2, #0x8
	cmp r4, r2
	blt exit
        mov r2, #0x41
	lsl r2, r2, #0x8
	cmp r4, r2
	blt normal
	mov r2, #0x50
	lsl r2, r2, #0x8
	cmp r4, r2
	blt exit
        lsl r2, r4, #0x10
        cmp r2, #0x0
        blt alt
	mov r2, #0x52
	lsl r2, r2, #0x8
	cmp r4, r2
	bge exit
	ldr r0, memoryblock
	mov r2, #0x50
	lsl r2, r2, #0x8
	sub r4, r4, r2
	lsl r4, r4, #0x1
	add r0, r0, r4
exit2:	pop {r4-r6}
	pop {r1}
	bx r1
exit:	mov r0, #0x0
	b exit2
normal:	ldr r0, return
	bx r0
alt:	ldr r0, return2
	bx r0
.align
memoryblock:	.word 0x0203C200
return:	.word 0x0806E473
return2:	.word 0x0806E50D
Assemble this routine and insert it into your ROM in an aligned location. That is, the address ends with a 0, 4, 8 or a C. Then navigate to 0x6E45C and change the code there to:

Code:
00 48 00 47 XX XX XX 08
Where the XX's stand for the location of your routine + 1 in little endian format (aka reverse hex).

And that's that. Once this routine is inserted, you can use any of the variables between 0x5000 and 0x51FF (inclusive) safely without any problems!
NOTE: This routine CUTS OFF ACCESS to variables outside the usable ranges. That is to say, they simply stop working. I designed it like this to try to ensure that bad memory accessed would be less likely to happen.

The usable ranges are:
0x4000 - 0x40FF
0x5000 - 0x51FF
0x8000 - 0x8016


It should be noted that these routines are not mutually exclusive. You can have both or you can have one or the other. You do NOT need both for only the flag hack, or both for the var hack. Obviously, if you want both the flags and vars hack, you need both.

Since people seem to not understand how to assemble and insert ASM (understandable, it is awkward compared to scripting et al), I'm gonna quote this very useful mini-guide from further down this page.

Quote:
Originally Posted by PJBottomz View Post
Spoiler:
Step 1: Click here. Extract those files to your desktop.

Step 2: MAKE SURE you apply the patch in the first post to your ROM (this should be a clean, unmodified ROM) before doing this.

Step 3: Open Notepad and paste down whichever ASM code you're using (aka if you're expanding flags, using the flag-expanding ASM code)

Step 4: Click File -> Save As. On the Box labelled "File Name" type "[whatevernameyouwant].asm". Under "Save as type", change to All Files. Navigate to the Desktop and save it there.

Step 5: Open Command Prompt. Type "cd Desktop". You're now on your desktop. Type the following into Command Prompt:

Code:
thumb [whatevernameyouchose].asm [samename].bin
You should see "Assembled Successfully" right below it in the Command Prompt. You can close it now.

Step 6: Open the .bin file in a hex editor and copy ALL the data.

Step 7: Open Free Space Finder and find an offset that ends in a 0, 4, 8, or C (as stated above).

Step 8: Open a new sheet in Notepad. Write down your offset, and then write it in little endian + 1. Ex: If my offset was 0x800000, the correct format for this would be 01 00 80.

Step 9: Open your ROM in a hex editor and go to the offset that you chose. Click Edit -> Paste write.

Step 10: Open your ROM in the hex editor and go to the offset 0x6E5D6. Change it to:

Code:
01 48 00 47 00 00 XX XX XX 08
Where the XX's = the endian version of your offset that you were supposed to write down earlier. Hit save, and you're done.
Anyway, that's everything for this tutorial!
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Last edited by Jambo51; July 5th, 2013 at 08:39 AM. Reason: Updated with correct routine
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  #2    
Old May 31st, 2013, 04:39 PM
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GoGoJJTech
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Wow, you're an ASM King! Anyway, congrats, I may use this but using many variables is quite useless since a single variable can hold a value of 0-65,535 so using like three variables in a hack is possible. However, flags are limited so I may use that.
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Last edited by GoGoJJTech; January 29th, 2014 at 08:41 AM.
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  #3    
Old May 31st, 2013, 05:40 PM
Jambo51's Avatar
Jambo51
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That's why I put significantly less extra variables into it than extra flags XD. However, don't underestimate the potential uses of combining the safe var hack and JPAN's hacked engine, for example, since that uses a significant number of variables to operate.
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  #4    
Old May 31st, 2013, 05:46 PM
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That is true. I may actually consider it now.
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  #5    
Old May 31st, 2013, 08:52 PM
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Whoa. O_o Just a few days ago talking about it. Posts a thread showing how to do it the next day.
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  #6    
Old June 1st, 2013, 06:46 AM
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Can I use this code in Emerlad? I would be really happy, and how would also like to use in emerald with no problems vars and flags.

Edit: Sorry its a nice work.
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Last edited by Dragonflye; June 1st, 2013 at 06:56 AM.
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  #7    
Old June 1st, 2013, 03:01 PM
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Renegade
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Is it possible for me to test if it works? (Really I KNOW it will work, I just want to know if I screwed anything up )
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  #8    
Old June 1st, 2013, 07:24 PM
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MrDollSteak
Formerly known as 11bayerf1
 
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Fabulous work Jambo! Another fantastic addition to the Romhacking Community.

You're on a roll!
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  #9    
Old June 2nd, 2013, 01:07 PM
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miksy91
A GB/C Rom Hacker since 2010
 
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Nice work! Though you should also add proper documentation of what ram areas the codings use. That way, it would be clear where the users could store all kinds of other data as well and not just bit values/sets describing flags and vars.
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  #10    
Old June 2nd, 2013, 04:40 PM
Jambo51's Avatar
Jambo51
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Quote:
Originally Posted by miksy91 View Post
Nice work! Though you should also add proper documentation of what ram areas the codings use. That way, it would be clear where the users could store all kinds of other data as well and not just bit values/sets describing flags and vars.
It's pretty clear if you understand the ASM, but that's obviously a bit of a rarity. It repoints the flags into 0x0203C000 - 0x0203C1FF (0x200 bytes in total, giving 8 * 0x200 = 0x1000 flags).

And the vars are repointed into 0x0203C200 - 0x0203C5FF (0x400 bytes in total, giving 0x400 / 2 = 0x200 vars).

This memory is not normally saved, hence the requirement for JPAN's save block hack (which I link to a patch version of in the first post).

If you use both of these routines, you are left with 0x0203C600 - 0x0203CEC4 in the save block, meaning you can place other useful things in it, for example, you could store roaming Pokémon data in it (hint hint, wink wink ).
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  #11    
Old June 3rd, 2013, 07:07 AM
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Awkward.
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Okay, two questions.

1.) When I try to download the patch, I get a message saying "You do not have permission to view this download." Do I have to make an account for that site to get it? Yep, that's what I had to do.

2.) Since I have no understanding of ASM, how exactly do I assemble this and insert it into my ROM? Is it just done in any script editor or do I need some other program?
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Last edited by Awkward.; June 3rd, 2013 at 07:20 AM.
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  #12    
Old June 3rd, 2013, 10:30 AM
Jambo51's Avatar
Jambo51
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Quote:
Originally Posted by PJBottomz View Post
Okay, two questions.

1.) When I try to download the patch, I get a message saying "You do not have permission to view this download." Do I have to make an account for that site to get it? Yep, that's what I had to do.
It's also available somewhere on PC, but I don't know where.

Quote:
Originally Posted by PJBottomz View Post
2.) Since I have no understanding of ASM, how exactly do I assemble this and insert it into my ROM? Is it just done in any script editor or do I need some other program?
http://www.pokecommunity.com/showthr...?t=117917#ASM1
This part of the post sums up how to assemble and insert ASM pretty well. Obviously, you're not needing to do any of the script parts of that post, just the ASM assembly.
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  #13    
Old June 3rd, 2013, 11:25 AM
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Awkward.
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Okay, so what program is the best for ASM? Because I have absolutely no clue...
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  #14    
Old June 3rd, 2013, 03:01 PM
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Quote:
Originally Posted by PJBottomz View Post
Okay, so what program is the best for ASM? Because I have absolutely no clue...
Go here bro. Also you can ask those kind of questions in the Simple Questions Thread. I hope you excel!
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  #15    
Old June 6th, 2013, 06:37 PM
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Very much appreciated Jambo51 you are a Hall of Famer in my book... I'm going to try this right now and see what happens. I have never done ASM before but I will take it step by step and use some common sense, even though it seems fairly complex.
When this is installed correctly how could I test it and know? ( sorry for the noob question >_< )
And would it be ok to use XSE's rom expander?


Well I seem to be stuck =( I can't for the life of me find a ASM to hex assembler as I am not good with command promt. and do not wanna mess up my system. Is there any software that can take asm and turn it into Hex?

Last edited by DarkPsychic; June 6th, 2013 at 07:55 PM. Reason: more questions
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  #16    
Old June 7th, 2013, 05:12 AM
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Jambo51
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Quote:
Originally Posted by DarkPsychic View Post
Well I seem to be stuck =( I can't for the life of me find a ASM to hex assembler as I am not good with command promt. and do not wanna mess up my system. Is there any software that can take asm and turn it into Hex?
You can find a set of files here which assemble ASM files into raw hex code. You're after the THUMB.bat file (and all the files it calls). You may want to read how to assemble the ASM in that short tutorial as well.
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Old June 7th, 2013, 10:17 AM
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Quote:
Originally Posted by Jambo51 View Post
You can find a set of files here which assemble ASM files into raw hex code. You're after the THUMB.bat file (and all the files it calls). You may want to read how to assemble the ASM in that short tutorial as well.
Ok well I have sat here and read Hackmews ASM tut about 4 times now and still I can't seem to understand how to assemble ASM to HEX... His tut seems to speak to people who already know the basics of programming and as for me I am a complete noob to programming... I can't find any video tutorials on GBA ASM hacking nor can I seem to find any IDE or Software that simply converts ASM to HEX. So I am starting to feel at a lose here, like I will never understand how this works (to the point I'm ripping my hair out)... There is no way that you could make a patch for this so us that see ASM as a whole other world of hacking =( ( I will be buying some books for sure)
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Old June 7th, 2013, 11:18 AM
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Awkward.
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Quote:
Originally Posted by DarkPsychic View Post
Ok well I have sat here and read Hackmews ASM tut about 4 times now and still I can't seem to understand how to assemble ASM to HEX... His tut seems to speak to people who already know the basics of programming and as for me I am a complete noob to programming... I can't find any video tutorials on GBA ASM hacking nor can I seem to find any IDE or Software that simply converts ASM to HEX. So I am starting to feel at a lose here, like I will never understand how this works (to the point I'm ripping my hair out)... There is no way that you could make a patch for this so us that see ASM as a whole other world of hacking =( ( I will be buying some books for sure)
Don't waste your money on books, those will just make everything more confusing. It's not as hard as you're making it out to be. Here's how I did it, which made it work fine.

Spoiler:
Step 1: Click here. Extract those files to your desktop.

Step 2: MAKE SURE you apply the patch in the first post to your ROM (this should be a clean, unmodified ROM) before doing this.

Step 3: Open Notepad and paste down whichever ASM code you're using (aka if you're expanding flags, using the flag-expanding ASM code)

Step 4: Click File -> Save As. On the Box labelled "File Name" type "[whatevernameyouwant].asm". Under "Save as type", change to All Files. Navigate to the Desktop and save it there.

Step 5: Open Command Prompt. Type "cd Desktop". You're now on your desktop. Type the following into Command Prompt:

Code:
thumb [whatevernameyouchose].asm [samename].bin
You should see "Assembled Successfully" right below it in the Command Prompt. You can close it now.

Step 6: Open the .bin file in a hex editor and copy ALL the data.

Step 7: Open Free Space Finder and find an offset that ends in a 0, 4, 8, or C (as stated above).

Step 8: Open a new sheet in Notepad. Write down your offset, and then write it in little endian + 1. Ex: If my offset was 0x800000, the correct format for this would be 01 00 80.

Step 9: Open your ROM in a hex editor and go to the offset that you chose. Click Edit -> Paste write.

Step 10: Open your ROM in the hex editor and go to the offset 0x6E5D6. Change it to:

Code:
01 48 00 47 00 00 XX XX XX 08
Where the XX's = the endian version of your offset that you were supposed to write down earlier. Hit save, and you're done.
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Last edited by Awkward.; June 7th, 2013 at 03:43 PM.
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Old June 7th, 2013, 03:32 PM
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Quote:
Originally Posted by PJBottomz View Post
Don't waste your money on books, those will just make everything more confusing. It's not as hard as your'e making it out to be. Here's how I did it, which made it work fine.

Spoiler:
Step 1: Click here. Extract those files to your desktop.

Step 2: MAKE SURE you apply the patch in the first post to your ROM (this should be a clean, unmodified ROM) before doing this.

Step 3: Open Notepad and paste down whichever ASM code you're using (aka if you're expanding flags, using the flag-expanding ASM code)

Step 4: Click File -> Save As. On the Box labelled "File Name" type "[whatevernameyouwant].asm". Under "Save as type", change to All Files. Navigate to the Desktop and save it there.

Step 5: Open Command Prompt. Type "cd Desktop". You're now on your desktop. Type the following into Command Prompt:

Code:
thumb [whatevernameyouchose].asm [samename].bin
You should see "Assembled Successfully" right below it in the Command Prompt. You can close it now.

Step 6: Open the .bin file in a hex editor and copy ALL the data.

Step 7: Open Free Space Finder and find an offset that ends in a 0, 4, 8, or C (as stated above).

Step 8: Open a new sheet in Notepad. Write down your offset, and then write it in little endian + 1. Ex: If my offset was 0x800000, the correct format for this would be 01 00 80.

Step 9: Open your ROM in a hex editor and go to the offset that you chose. Click Edit -> Paste write.

Step 10: Open your ROM in the hex editor and go to the offset 0x6E5D6. Change it to:

Code:
01 48 00 47 00 00 XX XX XX 08
Where the XX's = the endian version of your offset that you were supposed to write down earlier. Hit save, and you're done.


It would be helpful to have a tutorial on how to do this, Jambo, since most people don't have the knowledge of how to do this stuff.

Well thank you very much for this. I am understanding now... I have both flag.bin and var.bin now and have already added the flag one to my rom as you made it easy by tossing in the 01 00 80 but my final question is when you revers hex and add one does that mean 800044 becomes 45 00 80 and so on???

PS. Again I thank bolt of you for answering my questions so fast as that is rare on here.. Thanks to you, Jambo51 and karatekid I am at more of an understanding to this ASM. And you where more than right, I was making it harder than it was for sure
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  #20    
Old June 7th, 2013, 03:39 PM
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Awkward.
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Quote:
Originally Posted by DarkPsychic View Post
when you revers hex and add one does that mean 800044 becomes 45 00 80 and so on???
Yes, that is correct. 800048 would be 49 00 80, 80004C would be 4D 00 80, etc.
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Old June 7th, 2013, 04:01 PM
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Quote:
Originally Posted by PJBottomz View Post
Yes, that is correct. 800048 would be 49 00 80, 80004C would be 4D 00 80, etc.
Thank you thank you thank you..... Very much appreciated....
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  #22    
Old June 26th, 2013, 05:52 PM
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Awkward.
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After very serious testing, I've come across the knowledge that the Variable hack is broken. After applying it, numerous game-crashing glitches occured. The first is what I call the qAF glitch, in which a textbox comes up that delivers endless streams of the word qAF that never stops. Other times my character will simply freeze on a random spot (usually one of the blocks next to a warp). On one occasion, the game wouldn't go past the bootscreen and looped back to it every single time it was supposed to go into the opening animation. On another, the game froze on a black screen when it tried to load the name-entering screen. Every single one of these requires a restart, and the worst part is, the first two are random and will appear at different intervals of time. I have no clue if it's the save patch, the ASM code, or my own incompitence causing this, but every time I applied the variable code, it broke the game. Are you positive that it's safe to use those variables even with the code? I feel like they're way too important to overwrite or that they contain something super important in them. Hopefully this little bug report can fix the code (although honestly, there's enough variables since one can hold enormous values and work for numerous scripts, but it'd still be nice)

/end wall
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  #23    
Old June 27th, 2013, 04:13 AM
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It's the same code that's in LC. Unchanged. It works in LC perfectly, so I have to assume you've screwed something up.

It turns out I accidentally uploaded completely the wrong routine for the var hack. My sincerest apologies!
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Last edited by Jambo51; June 27th, 2013 at 06:51 AM. Reason: New info
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  #24    
Old June 27th, 2013, 07:25 AM
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Awkward.
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I've re-tested and can confirm that this works with no glitches whatsoever.

After more testing, I've found that the current code (as of 6/28/2013) disables movement commands and hidesprite/showsprite.
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Last edited by Awkward.; June 28th, 2013 at 06:48 PM.
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  #25    
Old June 28th, 2013, 10:32 AM
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Question: Does the Save Block patch work when applied to a hack that is already in progress? I tested it and it doesn't seem to cause any problems, but you never know.

Regardless, I'm still having problems getting the Variable hack to work even on a clean FR rom. I've tried in numerous times and the results are always the same:

1). The givepokemon command ceases to work. Well, it works but it will always give me a ??? Pokemon.
2). It messes up the unaltered scripts in Palette town. Warping to the town out of your house for the first time activates one of the level scripts and displays some text that Oak says at one time or another.

I'm 99% sure that I followed all the instructions correctly (and the Flag hack gives me no such problems, BTW), so what could be going wrong here?
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