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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
I've seen things, man.
 
Join Date: Jul 2004

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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 :)
yes, this is doge.

potato is not here.

bye
  #27    
Old October 6th, 2013, 11:43 AM
HackChu's Avatar
HackChu
I need a haircut...
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Join Date: Jan 2007
Location: Bankrupt Amerika
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What address do I insert these routines?
Join us!

My 'learning how to combine battle scripts' thread:
http://www.pokecommunity.com/showthread.php?t=183001

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  #28    
Old November 14th, 2013, 05:57 AM
Hound of Justice
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Join Date: Aug 2012
Location: Stealing Ash's Pikachu with Meowth
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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

Last edited by Hound of Justice; November 14th, 2013 at 05:58 AM. Reason: Your double post has been automatically merged.
  #29    
Old February 19th, 2014, 10:20 PM
designmadman
 
Join Date: Dec 2012
Location: canada
Gender: Male
Nature: Adamant
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...
  #30    
Old April 17th, 2014, 09:52 AM
pengoy
 
Join Date: Sep 2013
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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:



Last edited by pengoy; April 17th, 2014 at 11:40 AM.
  #31    
Old June 8th, 2014, 04:09 AM
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RaileysXerilyasRX
The Superior of In-Between
 
Join Date: Feb 2014
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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?
RaileysXerilyasRX
"Light is one peaceful thing. Darkness is one dangerous thing. However, many fears from the darkness. The reality is everyone has his or her own darkness. You cannot have the light without the darkness. The good thing why the darkness is in you: It is because the darkness wants you to control it."
  #32    
Old 2 Weeks Ago, 09:35 AM
Derlo's Avatar
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 ...



Pokémon
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Comming Soon...

Last edited by Derlo; 2 Weeks Ago at 01:57 PM. Reason: fix to "Rival comented battle"
  #33    
Old 4 Days Ago, 11:20 PM
Lance32497
LanceKoijer of Pokemon_Addicts
 
Join Date: Aug 2014
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Gender: Male
Nature: Adamant
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?
  #34    
Old 3 Days Ago, 03:40 AM
Lance32497
LanceKoijer of Pokemon_Addicts
 
Join Date: Aug 2014
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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?
  #35    
Old 3 Days Ago, 01:30 PM
Shiny Quagsire's Avatar
Shiny Quagsire
どないやねん, ヤドン
 
Join Date: May 2009
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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.



  #36    
Old 3 Days Ago, 04:42 PM
Lance32497
LanceKoijer of Pokemon_Addicts
 
Join Date: Aug 2014
Location: Criscanto town-Ginoa Region xD
Gender: Male
Nature: Adamant




I made it hehe

Last edited by Lance32497; 3 Days Ago at 05:29 PM.
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