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  #351    
Old June 7th, 2013 (10:23 PM).
dunning2012 dunning2012 is offline
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Just 2 quick questions.

1) Does anyone know or know of a tutorial that can change the message that pops up when you are not able to use an item?

Oak: You can't use that item here

2) Anyone know of a way how we could increase the number of boxes in the PC for storing Pokemon?

Cheers - I'm using Pokemon Fire Red
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  #352    
Old June 8th, 2013 (02:38 AM).
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Quote originally posted by dunning2012:
Just 2 quick questions.
This is very much in the wrong place. Questions like these should be posted in the simple questions thread. Just for the future.

Quote originally posted by dunning2012:
1) Does anyone know or know of a tutorial that can change the message that pops up when you are not able to use an item?

Oak: You can't use that item here
Using A-Text, search for that string, and you'll find it. Note down the offset that A-Text returns after converting to hex. Look for a pointer to that location by reversing the bytes and putting a 08 at the end (so, if the offset before was 0x123456, the pointer to it would come from:

Code:
12 34 56 -> 56 34 12 -> 56 34 12 08
Then, boot up XSE, compile your new string using it, and change the pointer of the original text to your new location.

For a more in depth explanation, read some of the tutorials kicking about.

Quote originally posted by dunning2012:
2) Anyone know of a way how we could increase the number of boxes in the PC for storing Pokemon?

Cheers - I'm using Pokemon Fire Red
Simple answer, you can't.
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  #353    
Old June 8th, 2013 (06:49 AM).
dunning2012 dunning2012 is offline
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Ah thank you

I didn't realize you could do that with A-Text.
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  #354    
Old June 9th, 2013 (04:42 PM). Edited June 9th, 2013 by GoGoJJTech.
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3FE72D contains FIGHT BAG POKEMON RUN

Also Yay, 200 POSTS
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  #355    
Old June 11th, 2013 (09:01 PM). Edited June 11th, 2013 by MrDollSteak.
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I've still got another limiters in the regional pokedex that is really irritating me, and prevents full out hacking of the kanto dex. The one that appears on the pokemon page and loads ??? for any pokemon above 151 prior to the national dex.

What I have found is the location that points to ??? within the pokedex menu: 136118

However I cannot find any bytes that limit within a 500 byte window. This would imply that something may point to this location after it's own routine to check whether the national dex is held. That being said absolutely nothing points to the 136000 area that has any 97's near it either, in fact the only ones are in a table within 135000 region. This makes me very confused as to how the game loads this. I was wondering if anyone else had found this out, or may know how to fix it.

Another note, there are no other notable pointers within the general area of the pointer towards ??? which may load a routine (that I can see).

EDIT: Diegoisawesome is a) 100% correct b) awesome
The limiter for the Pokemon's pokedex number in the Pokemon screen is 0x43FA6
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  #356    
Old June 11th, 2013 (09:08 PM).
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Quote originally posted by 11bayerf1:
I've still got another limiters in the regional pokedex that is really irritating me, and prevents full out hacking of the kanto dex. The one that appears on the pokemon page and loads ??? for any pokemon above 151 prior to the national dex.

What I have found is the location that points to ??? within the pokedex menu: 136118

However I cannot find any bytes that limit within a 500 byte window. This would imply that something may point to this location after it's own routine to check whether the national dex is held. That being said absolutely nothing points to the 136000 area that has any 97's near it either, in fact the only ones are in a table within 135000 region. This makes me very confused as to how the game loads this. I was wondering if anyone else had found this out, or may know how to fix it.

Another note, there are no other notable pointers within the general area of the pointer towards ??? which may load a routine (that I can see).
Have you already edited the byte at 0x43FA6?
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  #357    
Old June 11th, 2013 (09:56 PM).
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Quote originally posted by diegoisawesome:
Have you already edited the byte at 0x43FA6?
No I hadn't !

Brilliant that did the trick. How did you go about finding that? I'd managed to find all the pokedex ones by searching general areas nearby etc.

Thanks a million though.
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  #358    
Old June 12th, 2013 (08:01 PM).
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Quote originally posted by 11bayerf1:
No I hadn't !

Brilliant that did the trick. How did you go about finding that? I'd managed to find all the pokedex ones by searching general areas nearby etc.

Thanks a million though.
I looked at the routine itself and found that it branched to that area, which had the check in it.
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  #359    
Old June 13th, 2013 (05:00 AM). Edited June 13th, 2013 by GoGoJJTech.
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I know a few of you were looking for this, but track 83 (53 in hex) plays the low HP sound. Hacking this could mean that we could have BW's low HP song playing as a fanfare.
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  #360    
Old June 13th, 2013 (07:25 AM).
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Quote originally posted by dunning2012:
Ah thank you

I didn't realize you could do that with A-Text.
You can modify any string with A-Text. Just not things that are graphics-based, as the text in those are not alphabet based, but are basically sprites.
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  #361    
Old June 16th, 2013 (03:25 AM).
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Hello,
I try to reproduce the mew glitch of red/blue/yellow on the gba version by using scripts and ASM:

So I have one small question: Is it possible to force open the start menu? If it's possible, how?

Sorry for my bad English, I'm french.
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  #362    
Old June 20th, 2013 (03:14 PM). Edited December 13th, 2014 by Sagiri.
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Decryption

Just for fun, I found the routine that generates the next "Security Key" in FR (U).

The Security Key (as named by Bulbapedia) is the 32-bit integer that is used to encrypt the quantity of items in the bag and money, and possibly other things, in the RAM, using a simple xor.

The security key can be found by getting the pointer at 0300500C, and adding 0F20 to it. It will be at the resultant pointer.

The final step in its generation is calculated at 0804C13C, where it is placed on r4. It is regenerated every time the map changes, or you exit the bag (and possibly other times too).

However, rather than trying to understand how it was generated, what I was trying to do was an auto-decryption.
So by changing:
Code:
0804C13C: 24 18
to
Code:
0804C13C: 00 24
Basically the Security Key will always be zero, and thus the xor it is used for does nothing, so the things it is used to encrypt will stay unencrypted, without having to do it manually!

Now, I realize this isn't a particularly useful find, but it might help people identify values when debugging. I'm working on decrypting some other things too.

Edit: Oh, and credit to DavidJCobb (or whoever he got it from), as I found the location of the pointer to the Security Key from his Fire Red RAM Map.

DMA Negation

I'm calling this "negation", rather than "disabling" because the game still continues to load and store the DMA-protected data, it's just that the next pointer will always be the same, so it stays in the same place.

Any routines that load the pointers to the DMA-protected data will still work with no issues, as they are still being written correctly, however it is simply no longer necessary, as they are in static locations now!

The following table of offsets is copied from DavidJCobb's Fire Red RAM Map, posted in the ROM Hacking Resources thread, only with their new static locations:

Spoiler:

Code:
[0x0202552C]    2b    Camera X-position
[0x0202552E]    2b    Camera Y-position
[0x02025530]    1b    Current map.
[0x02025531]    1b    Current map bank.

-------------------------------------------------------------------------

[0x02029314] Box data

-------------------------------------------------------------------------

[0x02024588]    8b    Character name including terminator, padded to end with 0xFFs
[0x02024590]    1b    Gender (00/01 m/f)
[0x02024591]    1b    Unknown
[0x02024592]    2b    Trainer ID
[0x02024594]    2b    Secret ID (halfword)
[0x02024596]    2b    Playtime (hours)
[0x02024598]    1b    Playtime (minutes)
[0x02024599]    1b    Playtime (seconds)
[0x0202459A]    1b    Playtime (frames)
[0x0202459B]    1b    Unknown
[0x0202459C]    2b    Options // this and above thanks to hackmew's asm tut pt. 1
...
[0x020245A2]    1b    If 0xDA, then National Dex is enabled.
...
[0x020254A8]    4b    Security Key
[0x020254AC]        End (byte after)

-------------------------------------------------------------------------

[0x020257BC]    4b    Player's current money.
[0x02000490]    4b    Copy of player's current money. Doesn't seem to do anything if changed.
To use this, all you need to do is change
Code:
0804C064: 01 40
to
Code:
0804C064: 00 21
Any old saves will have their data moved to its new static location as soon as the DMA routine is loaded, which happens quite often - at least each time a map loads. Any new saves will default to these locations from the get-go.

I've tested this, but not super-extensively. I used an old save, and checked to ensure that the name, bag items, PC Pokemon, and PC items are all preserved. They all were with no issues whatsoever. However, it is possible that some other data is getting lost. If you find any issues, let me know.

Again, this is for Fire Red (U).

Edit: I don't know why I didn't do this initially, but I just grabbed a clean ROM, and started watching the pointers, just to check if, under normal circumstances, the data could be in the static locations I listed above. And, indeed, this is the case. While not a complete guarantee, it makes it extremely unlikely that any data will be lost using this.

Misc
The amount of money the player has is stored at 020257bc. It is duplicated at 02000490, but I'm not sure why - only editing 020257bc will affect something in-game. If you manually edit 02000490, it'll simply revert to what it was before.
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  #363    
Old July 1st, 2013 (01:44 PM).
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Is there any way to expand the amount of pokemon in a hack? I would like to have more ?????-like Pokemon (the ones that appear between Celebi and Treecko) without Pokedex entries. Really, I only need these pokemon to have a sprite, type data, and an ability each.
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  #364    
Old July 16th, 2013 (02:32 AM).
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I'm here to pose a few questions.

In the Pokedex Screen in the second page of information, there is a map of Kanto
where wild Pokemon Locations pop up.

I've found how to change the picture itself.
Navigate to roughly 309 in unLZ and replace the image there with your own image.

However I am having trouble seeing how the map loads the red ovals to fit on routes
in terms of both size of the oval and the location.

There must be a routine somewhere that searches for the Pokemon amongst Wild Pokemon
data and then puts red dots onto the relevant X Y positions for each map. I will in the
mean time try and find the X Y positions of the routes based upon the dimensions of the
map, and knowledge of the way in which the world map is structured.

However I would also like to know if anyone has discovered this information earlier,
which would make my research redundant, and as such would be very welcome.

Another question would be, if someone has found the way in which the wild pokemon data
is checked to see if it is present on map banks, would it be possible to repoint this in someway
to include extra maps? or Day/Night related views, eg. If it were night, it would only show
Pokemon that are present in the Night Wild Pokemon Data.
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  #365    
Old July 16th, 2013 (04:07 AM).
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http://sfc.pokefans.net/lesson.php?id=20
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  #366    
Old July 16th, 2013 (04:41 AM). Edited July 16th, 2013 by MrDollSteak.
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Quote originally posted by gogojjtech:
You rock! I'll see if this works :D

EDIT: This definitely works thank you so much!

It doesn't explain how the wild data is collected unfortunately.
I'll look into it though!
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  #367    
Old August 6th, 2013 (02:16 PM).
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By nulling out the function call at 0805BA3A, you can remove the flag check for running shoes. So removing it is as simple as writing 00 00 00 00 over the bytes there!
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  #368    
Old August 7th, 2013 (06:50 PM).
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I'm just now getting into hex editing, and the more in depth ROM hacking stuff, and I've been looking at how maps are stored in the ROM. I've learned quite a lot, but I wasn't able to do one thing I was really hoping I could. Is it not possible to write bytes of maps to change tiles in game? It seemed like it would be easier than having a level script to change the tiles every time you enter the map. (Which might not actually be necessary, I've been scripting for all of 2 days, so I very well may be over complicating it, not sure.)
I also tried rewriting the sound ID of a sound command to see if the next time that script was called the sound would be different, and it didn't change, so I'm guessing this isn't possible, but I thought I'd ask and see if anyone knew anything about it, and if there was a way to do it.
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  #369    
Old August 9th, 2013 (07:49 PM).
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So, I'll post my just-now finding, but I don't know if it's been posted yet. For Emerald, it's very easy to script a wild battle where the foe tries to flee. Simply use setwildbattle to set the Pokemon's species, level, and held item, then callasm 0xB072D, followed by waitstate. Simple as that
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  #370    
Old August 10th, 2013 (06:56 AM).
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Karatekid552 told me I should put this here:
Quote originally posted by karatekid552:
To remove badge checks from ALL HMs on the POKEMON MENU:

Go to 0x124620 and paste-write "01 20 00 00 00 00 00 00 00 00 00". And that is all.:D
Firered
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  #371    
Old August 20th, 2013 (05:44 AM).
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Has anyone ever researched the ability of using moves outside of battle? Like is that just a thumb routine to be executed and how does one find it? I wondered if I was able to extend this, i mean it is easy to use attacks in scripts etc. but i'm looking for the attacks you can choose from the pokemon menu. (Like the HMs, dig, etc.)
I am thinking of it just being a basic thumb routine.
I don't care for the game version btw. at the moment, I would be happy if someone would have any data I would research myself for german rom versions anyways and I don't think there is any big difference between FR/LG and RSS.

~SBird
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  #372    
Old August 21st, 2013 (05:30 PM).
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  #373    
Old August 21st, 2013 (06:30 PM).
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Quote originally posted by SBird:
Has anyone ever researched the ability of using moves outside of battle? Like is that just a thumb routine to be executed and how does one find it? I wondered if I was able to extend this, i mean it is easy to use attacks in scripts etc. but i'm looking for the attacks you can choose from the pokemon menu. (Like the HMs, dig, etc.)
I am thinking of it just being a basic thumb routine.
I don't care for the game version btw. at the moment, I would be happy if someone would have any data I would research myself for german rom versions anyways and I don't think there is any big difference between FR/LG and RSS.

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This will be a feature of Jambo51's 649 patch once it is released. Until then, who knows.:p
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  #374    
Old August 23rd, 2013 (10:24 AM).
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Fire Red
Spoiler:
0x1
0x2
0x3
0x4
0x5
0x6
0x2B
0x2C
0x2E
0x2F
0x30
0x31
0x32
0x33
0x34
0x35
0x36
0x37
0x39
0x3D
0x3E
0x3F
0x40
0x41
0x42
0x43
0x44
0x45
0x46
0x47
0x48
0x49
0x4A
0x4B
0x4C
0x4D
0x50
0x52
0x54
0x58
0x59
0x5C
0x5D
0x5F
0x62
0x63
0x64
0x65
0x66
0x67
0x68
0x69
0x6A
0x6B
0x72
0x75
0x7A
0x7B
0x7C
0x7D
0x7E
0x80
0x81
0x82
0x84
0x85
0x86
0x88
0x8B
0x8C
0x8D
0x8E
0x91
0x92
0x93
0x94
0x95
0x96
0x97
0x98
0x99
0x9A
0x9B
0x9C
0x9E
0x9F
0xA0
0xA1
0xA2
0xAA
0xAD
0xAE
0xB1
0xB2
0xB3
0xB4
0xD5
0xD6
0xD7
0xDC
0xEA
0x109
0x10A
0x10B
0x118
0x119
0x11A
0x11B
0x120
0x121
0x124
0x125
0x126
0x127
0x128
0x129
0x142
0x143
0x144
0x163
0x16A
0x16E
0x16F
0x188
0x189
0x190
0x191
0x192
0x1A7
0x1A8
0x1B6
0x1B7
0x1B8
0x1CE
0x1CF
0x1D0
0x219
0x21A
0x21F
0x230
0x231
0x232
0x233
0x234
0x235
0x236
0x237
0x238
0x239
0x23A
0x23B
0x23C
0x23D
0x23F
0x240
0x241
0x243
0x244
0x245
0x246
0x247
0x248
0x249
0x24A
0x24B
0x24D
0x24E
0x24F
0x250
0x251
0x252
0x253
0x254
0x255
0x256
0x257
0x258
0x259
0x25B
0x25E
0x263
0x264
0x265
0x266
0x267
0x268
0x269
0x26A
0x26B
0x26C
0x26D
0x26E
0x26F
0x270
0x271
0x272
0x273
0x274
0x275
0x276
0x278
0x27A
0x27B
0x27C
0x27D
0x27E
0x27F
0x280
0x281
0x282
0x283
0x284
0x285
0x286
0x287
0x288
0x289
0x28A
0x28B
0x28C
0x28D
0x290
0x291
0x292
0x293
0x294
0x295
0x296
0x297
0x298
0x29A
0x29B
0x29C
0x29D
0x29E
0x29F
0x2A0
0x2A1
0x2A2
0x2A3
0x2A5
0x2A6
0x2BB
0x2BC
0x2BD
0x2BE
0x2BF
0x2C0
0x2C1
0x2C2
0x2C3
0x2C4
0x2C5
0x2C6
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  #375    
Old August 24th, 2013 (11:36 AM).
slawter666 slawter666 is offline
 
Join Date: Sep 2008
Posts: 65
Now this has probably posted before but I couldn't find it and it seems like a fun feature: Riding pokémon like in the upcoming games.

I'm not too well versed with programming but my idea is as follows:

My idea would be to have a bit for each pokémon that determines whether it is "ridable" or not. On the menu where you can view the pokémon's stats, held item etc there would be a check for this bit and if it is the value that means its ridable a ride option would appear, if not it wouldn't. Once selected the appropriate overworld would be loaded determined by something unique to each pokemon (id number?) and all would be great. Obviously going through this step everytime you want to ride a pokémon would be tedious so this feature could replace the bike. The last pokemon you rode could be stored somehow so when you press select the game would look to see if that pokémon was in your party and if not it would just load the regular bike sprite.

There would need to be a lot of custom overworlds made but the HGSS pokemon overworlds could be used for now.

As I said previously I'm not familiar with coding so various details could be wrong/far more complicated than I made out.

Something similar could be done with surf I guess.

Has anyone considered/attempted this before? I do think it would make a very interesting feature.
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