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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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  #51    
Old March 30th, 2013, 10:59 PM
dkp
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Sorry to keep polluting this - I think I figured it out.

My clean rom seems to have some weird permission/write errors from getting shared between multiple users (me and me and also me). Effectively it seems I have permissions over some sectors within the directory but not others; I don't even know how that works, I'm guessing. It wasn't returning errors due to the fact that the actual rwx flags are true for me but it seems some parts are read-only. It's... nonsense, absolute nonsense. I made a copy into my current working directory and it seems to have done the job. I'm going to pave over the directory, maybe the partition. So... yay? For the record, this is something that's usually the result of improper mounting and unmounting; always eject your cards at the software level, kids!

The hack base obviously I should have known. The mistake was stupidity on my end. I'm "borrowing" (for private use) an item hack from someone else, and somewhere along the line the effects were repointed, and the author (at absolutely no fault of his own) neglected to say so in his patch. I'm simply a huge idiot. So huge. Sorry about this.

tl;dr its all my fault folks


EDIT: Actually, no, that makes no sense. The items are the same - they're read from the table just the same. It points to the right asm routine (I know this because JPAN here: http://www.pokecommunity.com/showthread.php?t=204861 ); and that asm routine is as posted. All of the edits are positively correct. I know it's reading that item as repel, so then... What? I know for a fact that the only changes to the wild pokemon come from A Map... it makes no sense why I'm still having wild encounters.

I mean it is reading the asm, and I actually do know for a fact nothing has been done to the wild encounter code. So there is no reason it should malfunction, dirty rom or not.


@gogojjtech below; Oh wow. Wow wow. You learn something new everyday.

tl;dr still all my fault folks. But wow.. amazing.
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Last edited by dkp; March 31st, 2013 at 01:27 PM. Reason: wat and other developements
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  #52    
Old March 31st, 2013, 05:05 AM
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The repel slows the rate of WEAK wild pokemon, so the first pokemon in your party must be a HIGHER level than the wild pokemon or they will just keep coming out. This is not a result of the byte changes but thats how the repel is supposed to act.
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  #53    
Old March 31st, 2013, 10:50 PM
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For anyone who will try to do this, I modified the script a bit for errors.
Code:
#org @Main
lock
checkitem 0x800E 1
compare LASTRESULT 0x1
if b_>= goto @ThereAreMore
msgbox @RepelExpired 0x3
release
end

#org @ThereAreMore
msgbox @UseAnother 0x5
closeonkeypress
compare LASTRESULT 0x1
if b_true goto @CallASM
end

#org @CallASM
callasm 0x081BFB69
end

#org @RepelExpired
= Repel's effect wore off.

#org @UseAnother
= Repel's effect wore off...\nUse another?
And here's the compiled version of it
Code:
6A 47 0E 80 01 00 21 0D 80 01 00 06 04 6C A2 71 08 0F 00 89 A2 71 08 09 03 6C 02 FF 0F 00 A4 A2 71 08 09 05 68 21 0D 80 01 00 06 01 82 A2 71 08 02 FF 23 69 FB 1B 08 02 FF CC D9 E4 D9 E0 B4 E7 00 D9 DA DA D9 D7 E8 00 EB E3 E6 D9 00 E3 DA DA AD FF 00 FF CC D9 E4 D9 E0 B4 E7 00 D9 DA DA D9 D7 E8 00 EB E3 E6 D9 00 E3 DA DA AD AD AD FE CF E7 D9 00 D5 E2 E3 E8 DC D9 E6 AC FF 00 FF FF FF FF
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Last edited by robin22gongon; April 1st, 2013 at 01:00 AM. Reason: Added the compiled version
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  #54    
Old May 20th, 2013, 01:42 PM
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Omg thank you!!!!!!!!! This is really nice in the fire red rom I play on my ipod!!! Thanks!!!!!!!
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  #55    
Old August 13th, 2013, 10:33 AM
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I've tried putting these scripts into both my hack and an unedited ROM, I keep ending up with the script technically working in XSE, but in game it's still only goes to "Repel's effect wore off." without the option to choose whether you want to use it.
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  #56    
Old November 23rd, 2013, 12:13 PM
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So, this new feature really fascinated me, as it was one of my favorite aspects of convenience in Black and White. I gave this process a few tries, and I came up with the same result. I use a Repel, and when I run enough for the repel to expire, no script pops up at all.


(http://www.youtube.com/watch?v=JVnRVfGm4Tk)

I figured it'd be most efficient to just capture everything I did, that way anyone can see my mistake rather than me misinterpreting in a tedious conversation on knowledge I am unfamiliar with. Therefore, I made a 3 day conversation to a 12 minute video.
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  #57    
Old December 9th, 2013, 09:11 PM
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I need some help with this. I have everything done, but I don't know how to put a pointer at 08083100.
Currently, when I use a repel, I can run for a while, then it ends without giving me any message boxes.
So, I've been getting a little bit of help with this. Turns out, I wasn't doing the pointer correctly. I needed to write it 67 45 23 01 as opposed to 01 23 45 67, however, even after doing this correctly, it appears that things aren't going right. I still get no popup, and Pokemon start appearing after the repel runs out.


Jesus. I talked to my programming teacher about this today, and he and I spent about an hour getting this working. Worth it.
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Last edited by The Shiny Ho-Oh; December 13th, 2013 at 04:02 PM.
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  #58    
Old December 23rd, 2013, 04:51 AM
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I had some Problems researching the offests for a german Fire Red Version, even though i was pretty sure i got them (i was not sure at two or three offsets), the game resets every time after i use a Repel.
Could you post the Offest for a german rom, too?

Vizor
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  #59    
Old January 27th, 2014, 07:30 PM
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This is the most recent attempt I have at this, I attempted editing it. I changed all the necessary parts and the message doesn't pop up. I have the pointer at 083100 as cbba1b to reflect the offset but in reverse.

'-----------------------
#org 0x1BABCB
lock
checkitem 0x800E 0x1
compare LASTRESULT 0x1
if 0x4 goto 0x880001C
msgbox 0x8800039 '"Repel's effect wore off."
callstd 0x3
release
end

'-----------------------
#org 0x80001C
msgbox 0x81C68F2 '"Repel's effect wore off...\nUse ano..."
closeonkeypress
compare LASTRESULT 0x1
if 0x1 goto 0x81C6A02
end

'-----------------------
#org 0x1C6A02
callasm 0x81BFB69
end

'---------
' Strings
'---------
#org 0x800039
= Repel's effect wore off.

#org 0x1C68F2
= Repel's effect wore off...\nUse another?

EDIT: Did it again, when the steps are up instead of the message popping up, it sends me to the Union Room, I get an error message and the game restarts.

EDIT 2: Pointed it somewhere else. It's almost there. It works sort of, if forces me to use the next Repel instead of giving me the choice.
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Last edited by SSJ4 Furanki; February 6th, 2014 at 03:09 PM.
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  #60    
Old March 20th, 2014, 07:24 PM
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I may sound too noob here, but how can I do this?? >_<
Quote:
Finally, replace the pointer at 08083100 with the pointer to the script. TADA! It's done. It works a treat. Let me know if you guys have any trouble, or if you find an issue with it.
I went to 083100 on HxD but I dont know what to do next. If how can I replace the pointer with the pointer on my script.

Also, where should I paste this?
Quote:
Here's a compiled version of the script for anyone having problems:
Code:
6A 47 0E 80 01 00 21 0D 80 01 00 06 04 1C 00 80 08 0F 00 39 00 80 08 09 03 6C 02 FF 0F 00 54 00 80 08 09 05 68 21 0D 80 01 00 06 01 32 00 80 08 02 FF 23 69 FB 1B 08 02 FF CC D9 E4 D9 E0 B4 E7 00 D9 DA DA D9 D7 E8 00 EB E3 E6 D9 00 E3 DA DA AD FF 00 FF CC D9 E4 D9 E0 B4 E7 00 D9 DA DA D9 D7 E8 00 EB E3 E6 D9 00 E3 DA DA AD AD AD FE CF E7 D9 00 D5 E2 E3 E8 DC D9 E6 AC FF 00 FF FF FF FF
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  #61    
Old March 20th, 2014, 11:56 PM
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Quote:
Originally Posted by rhettz_emboar View Post
I may sound too noob here, but how can I do this?? >_<


I went to 083100 on HxD but I dont know what to do next. If how can I replace the pointer with the pointer on my script.

Also, where should I paste this?
Okay, so you paste the script into free space, basically anywhere that has loads of FFs.
Now, take the offset that you put the script in. For this example it will be 0xABCDEF.

Now go to 0x8083100, and replace that pointer with your pointer.
In this case, you split your offset into parts of 2: AB CD EF
Swap the first and last terms: EF CD AB
Then slap 08 on the end. That's your pointer: EFCDAB08
Replace what is at 0x8083100 with your pointer and it should work.
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  #62    
Old March 26th, 2014, 07:59 PM
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I have a problem too it's extremely weird, I got the script to show up but when I select the yes option it resets
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  #63    
Old 2 Weeks Ago, 09:22 AM
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Does anyone have some sort of UPS file with this feature that i could patch on to my Emerald rom? I'm not really good with hex and i understand literally none of this. Could anyone help me out here?
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  #64    
Old 2 Weeks Ago, 12:46 AM
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I warn you better to use this tutorial. I found a way better without hacking the bagroutine this badly to expand the repel. You just have to take a look on JPANs dokomentation and understand how it works. I just give one tip, write a script with setvar 0x4020 0xA and Repel will work 10 Steps. With this information you just need to insert your routine before the repel expires.
And this is defently better than mess up the hole bag-system.
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  #65    
Old 2 Weeks Ago, 04:25 AM
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Quote:
Originally Posted by pokemontutorialTV View Post
I warn you better to use this tutorial. I found a way better without hacking the bagroutine this badly to expand the repel. You just have to take a look on JPANs dokomentation and understand how it works. I just give one tip, write a script with setvar 0x4020 0xA and Repel will work 10 Steps. With this information you just need to insert your routine before the repel expires.
And this is defently better than mess up the hole bag-system.
.. Well why not share what you know? If you're going to claim that this way is wrong and there is a better way, why not share it here?


Quote:
Originally Posted by Creator135 View Post
Does anyone have some sort of UPS file with this feature that i could patch on to my Emerald rom? I'm not really good with hex and i understand literally none of this. Could anyone help me out here?

This is for Fire Red like most things, it hasn't been ported to Emerald (yet).
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  #66    
Old 2 Weeks Ago, 11:50 AM
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Quote:
Originally Posted by Phenom2122
This is for Fire Red like most things, it hasn't been ported to Emerald (yet).
If you mean that you dont know the Offsets, simply serch with a Hexeditor for the structure. In 90% you'll find some good result
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  #67    
Old 2 Weeks Ago, 12:00 PM
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Haha fair enough. Personally I am wanting to start looking into porting some of these things to emerald, I'm glad that you posted before I started doing a lot of work on this for nothing. I'd like to read some of that documentation, maybe it will be useful for opening up emerald like fire red is..
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  #68    
Old 2 Weeks Ago, 01:57 PM
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Quote:
Originally Posted by Phenom2122 View Post
.. Well why not share what you know? If you're going to claim that this way is wrong and there is a better way, why not share it here?





This is for Fire Red like most things, it hasn't been ported to Emerald (yet).

Well nonentheless, i could still use this for my FireRed rom so is there a ups for that?
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  #69    
Old 1 Week Ago, 08:17 PM
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There are quite a lot of steps the the overall after part is amazing! It would be nice if they had implemented this a lot earlier on like other people were saying.
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  #70    
Old 1 Week Ago, 10:29 PM
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Sorry, sorry. I shall respect Darthatron's wishes and learn. Could anyone be willing to help me out?
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  #71    
Old 1 Week Ago, 06:30 AM
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Quote:
Originally Posted by Creator135 View Post
Sorry, sorry. I shall respect Darthatron's wishes and learn. Could anyone be willing to help me out?
Get hold of HxD hex editor. Its a nice user friendly hex editor to start with and to get you familiar with things. In the first post where it says this:
Code:
080830CA: 0C 48 EB F7 4C FA 01 06 00 29 16 D0 41 1E 0C 06 0D 0A 07 48 EB F7 51 FA 00 2C 0E D1 03 4C 25 80 05 48 E6 F7 FA FC 01 20 08 E0 30 AD 03 02
08083119: 06
080A19A5: 06
080A19F6: 1C
080A19F8: 11
080A19FC: 0F
080A1A0E: 21 88 09 02 41 40
080A1A1E: 34 4B 28 21 71 43 5B 18 D9 79 30 1C 02 22 17 4B FF F7 49 FB C7 F7 85 FF 70 BD 20 40 00 00 FF FF 00 00 30 AD 03 02
080A1A5A: 00 00 00 00
080A1A68: 00 00 00 00
081BFB66: 00 00 00 B5 04 48 50 21 00 F0 01 F8 00 BD 00 4A 10 47 1D 74 07 08 99 19 0A 08 00 00 00 00 00 00
I'll take the first line as an example.
080830CA is an offset in the rom. At the top of HxD click search to open a drop down menu and choose goto (or just press Crtl+G), then in the box that opens enter that offset. You will immediately jump to that position in the rom. Lets read the first line again. It gives you the offset and then a bunch of hex numbers. You need to enter these numbers right where you were taken to with goto, exactly where the cursor is, enter those values, overwriting the existing ones. You can also copy and paste with Ctrl+B (don't use Ctrl+V as this will increase the rom size).

Next offset is 08083119. Use goto or Ctrl+G to get to that offset in the rom. Do the same thing, overwrite all the bytes. Do this for all of these entries.

Then you compile that script that was provided taking note of its offset as Darthatron says. Xse will give you the option to copy this offset, do it and paste it somewhere.

On the final step you have to replace a pointer at 08083100. Once again use goto in HxD to get to that address. Look at the first four bytes that you see. It will be ?? ?? ?? 08. I'm not sure what the exact values will be but that fourth byte should be '08'. That means it is a pointer. Take the pointer that you copied from Xse earlier and reverse it. For eg. if your pointer was 01 02 03, you must make it 03 02 01. Enter these values where I put '??' so that at 08083100 your values will be 03 02 01 08 (or whatever your offset is).
I hope this helps you
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  #72    
Old 1 Week Ago, 02:20 PM
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Quote:
Originally Posted by Phenom2122 View Post
Get hold of HxD hex editor. Its a nice user friendly hex editor to start with and to get you familiar with things. In the first post where it says this:
Code:
080830CA: 0C 48 EB F7 4C FA 01 06 00 29 16 D0 41 1E 0C 06 0D 0A 07 48 EB F7 51 FA 00 2C 0E D1 03 4C 25 80 05 48 E6 F7 FA FC 01 20 08 E0 30 AD 03 02
08083119: 06
080A19A5: 06
080A19F6: 1C
080A19F8: 11
080A19FC: 0F
080A1A0E: 21 88 09 02 41 40
080A1A1E: 34 4B 28 21 71 43 5B 18 D9 79 30 1C 02 22 17 4B FF F7 49 FB C7 F7 85 FF 70 BD 20 40 00 00 FF FF 00 00 30 AD 03 02
080A1A5A: 00 00 00 00
080A1A68: 00 00 00 00
081BFB66: 00 00 00 B5 04 48 50 21 00 F0 01 F8 00 BD 00 4A 10 47 1D 74 07 08 99 19 0A 08 00 00 00 00 00 00
I'll take the first line as an example.
080830CA is an offset in the rom. At the top of HxD click search to open a drop down menu and choose goto (or just press Crtl+G), then in the box that opens enter that offset. You will immediately jump to that position in the rom. Lets read the first line again. It gives you the offset and then a bunch of hex numbers. You need to enter these numbers right where you were taken to with goto, exactly where the cursor is, enter those values, overwriting the existing ones. You can also copy and paste with Ctrl+B (don't use Ctrl+V as this will increase the rom size).

Next offset is 08083119. Use goto or Ctrl+G to get to that offset in the rom. Do the same thing, overwrite all the bytes. Do this for all of these entries.

Then you compile that script that was provided taking note of its offset as Darthatron says. Xse will give you the option to copy this offset, do it and paste it somewhere.

On the final step you have to replace a pointer at 08083100. Once again use goto in HxD to get to that address. Look at the first four bytes that you see. It will be ?? ?? ?? 08. I'm not sure what the exact values will be but that fourth byte should be '08'. That means it is a pointer. Take the pointer that you copied from Xse earlier and reverse it. For eg. if your pointer was 01 02 03, you must make it 03 02 01. Enter these values where I put '??' so that at 08083100 your values will be 03 02 01 08 (or whatever your offset is).
I hope this helps you
I tried to goto the offset as you directed but it brings up an error message

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  #73    
Old 1 Week Ago, 02:28 PM
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My apologies, remove the first '08' from the front of your pointer and it should work. That 08 has to do with the location in the rom as a game, hxd is not a rom editor.
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  #74    
Old 1 Week Ago, 10:31 AM
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Quote:
Originally Posted by Phenom2122 View Post
My apologies, remove the first '08' from the front of your pointer and it should work. That 08 has to do with the location in the rom as a game, hxd is not a rom editor.
Thanks. I added all of the bytes however, i'm not sure about the compiled script part. What should i do there because i'm confused.
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  #75    
Old 1 Week Ago, 11:00 AM
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Quote:
Originally Posted by Creator135 View Post
Thanks. I added all of the bytes however, i'm not sure about the compiled script part. What should i do there because i'm confused.
Well you could compile it with XSE, I suggest you download it and look through some of the tutorials on this site. But I see that a compiled version of the script has already been provided. So you're going to need HxD again. Where he says

"Here's a compiled version of the script for anyone having problems:"

You need to copy and paste these hex numbers into free space in your rom. Anywhere there are enough 'FF' bytes. There is a tool on this forum somewhere for finding free space but in this case it is such a small amount of bytes that we don't need it.

So once you've copied this into a FF byte area of your choice, put the cursor at the beginning of your new values. Look in the bottom left corner of HxD, that will tell you your current address in the rom. Write that number down somewhere.

Now for the final step go to 083100. Here you will need to enter that number that you wrote down earlier. However, it needs to reverse.
Just as an example, say your number was E01414. First, split it into bytes so that it looks like E0 14 14. Now put those in reverse order 14 14 E0.
Those are the numbers that you enter at 083100, your own numbers of course. Make sure the very next byte is '08'.

That should be it.
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