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Research: Useful Emerald Stuff

535
Posts
15
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    • Seen Jan 4, 2011
    Now how about the Zigzagoon that chases the professor around at the beginning. How would that be changed to something else.

    I'm not to sure what to look for in a hex editor, and that is why I am asking. (I really wish I had more to contribute than a question, but hey. That is how people learn... by asking questions!)
     

    Gamer2020

    Accept no Imitations!
    1,062
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    Years
  • Now how about the Zigzagoon that chases the professor around at the beginning. How would that be changed to something else.

    I'm not to sure what to look for in a hex editor, and that is why I am asking. (I really wish I had more to contribute than a question, but hey. That is how people learn... by asking questions!)
    I could find it if I had the offset for the special table but I am to lazy too debug and get it...
     
    535
    Posts
    15
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    • Seen Jan 4, 2011
    ^ So if I had that number I could go to that offset in a hex editor and change Zigzagoon's hex number to another PKMN's hex number?
     

    Sierraffinity

    Desperately trying to retire from ROM hacking
    1,069
    Posts
    16
    Years
  • ^ So if I had that number I could go to that offset in a hex editor and change Zigzagoon's hex number to another PKMN's hex number?
    Well, actually, no. What you have to do is get the correct routine address, then go there and disassemble the routine. Then search for a number that resembles Zigzagoon's hex number (although it might be divided by 2, check and see) and change it accordingly.
     
    535
    Posts
    15
    Years
    • Seen Jan 4, 2011
    Well, actually, no. What you have to do is get the correct routine address, then go there and disassemble the routine. Then search for a number that resembles Zigzagoon's hex number (although it might be divided by 2, check and see) and change it accordingly.

    Okay, when I have some more free time. I'll check it out, and see if I can find anything. I'm to busy right now to do it, maybe the weekend.
     

    U.Flame

    Maker of Short Games
    1,326
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  • The portable clock seems like an amazing idea! I'm currently hacking Sapphire, what do I need to do to make a portable clock there?
     

    Gamer2020

    Accept no Imitations!
    1,062
    Posts
    15
    Years
  • The portable clock seems like an amazing idea! I'm currently hacking Sapphire, what do I need to do to make a portable clock there?
    Find the special table, calculate which is the pointer for the clock routine, and then put that as the item routine thing.
     
    3,830
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    14
    Years
    • Age 27
    • OH
    • Seen Feb 26, 2024
    Wow. This really useful stuff. Especially to me because I'm a total looser at hacking Emerald. So, this helps me a lot. Thanks!
     

    Farful

    Advanced Trainer
    2
    Posts
    13
    Years
    • Seen Mar 22, 2012
    thank you. you've convinced me to hack emerald!!!
     

    droomph

    weeb
    4,285
    Posts
    12
    Years
  • Wow, I freaking feel like a loser. I can't do anything on my own, can't I?

    Well anyways thanks for the pointer for the clock special. I can probably work something out from there.

    EDÐIT:Hah wow I stoopid
     
    Last edited:

    FirEmerald

    Pokemon reverse engineer
    47
    Posts
    11
    Years
    • Seen Jul 18, 2015
    This document contains ALL the LZ77 compressed data offsets in pokemon Emerald(not deep scan), so those of you with a pokemon Emerald rom can rip the images.
     
    28
    Posts
    15
    Years
    • Seen Jan 20, 2019
    i was honestly not expecting to find this:

    ROM:082E1880 ReadFlashID:
    ROM:082E191C FlashTimerIntr:
    ROM:082E1944 @ u16 __fastcall SetFlashTimerIntr(u8 timerNo, void (**IntrFunc)(void))
    ROM:082E1980 StartFlashTimer:
    ROM:082E1A28 StopFlashTimer:
    ROM:082E1A6C ReadFlash1:
    ROM:082E1A70 SetReadFlash1:
    ROM:082E1AB0 ReadFlash_Core:
    ROM:082E1AD4 @ void __fastcall ReadFlash(u16 secNo, u32 offset, u8 *dst, u32 size)
    ROM:082E1B70 VerifyFlashSector_Core:
    ROM:082E1BA0 @ u32 __fastcall VerifyFlashSector(u16 secNo, u8 *src)
    ROM:082E1D5C @ u16 __fastcall IdentifyFlash()
    ROM:082E1DFC PollingSR_COMMON:
    ROM:082E1E9C @ u16 __fastcall EraseFlashChip_LE()
    ROM:082E1F10 @ u16 __fastcall EraseFlashSector_LE(u16 secNo)
    ROM:082E2074 ProgramFlashByte_LE:


    there's more, but i need to finish going through the static library
     
    Last edited:
    36
    Posts
    10
    Years
    • Seen Jan 2, 2014
    Let's say I activate the FRLG Town Map in Emerald, and I edit the graphics in unLZ... but what about modifying flying locations or editing the map/town locations in Advance Map? AMap would show up the Hoenn map, not the FRLG one.
     

    Shiny Quagsire

    I'm Still Alive, Elsewhere
    697
    Posts
    14
    Years
  • Let's say I activate the FRLG Town Map in Emerald, and I edit the graphics in unLZ... but what about modifying flying locations or editing the map/town locations in Advance Map? AMap would show up the Hoenn map, not the FRLG one.

    When he says the FRLG Town Map, he means he's editing the leftover FRLG item to actually work with the PokeNav map, not adding the actual FRLG map.
     
    36
    Posts
    10
    Years
    • Seen Jan 2, 2014
    When he says the FRLG Town Map, he means he's editing the leftover FRLG item to actually work with the PokeNav map, not adding the actual FRLG map.

    Oh. I thought that actually using the FRLG Town Map in Emerald would work, considering the data must be there along with the rest of the leftover FRLG stuff.

    The advantage of that is that we could have a much bigger world map.... RSE has only one for all Hoenn, FRLG has 1 for Kanto and 3 other screens/pages for the Sevii Islands.
     
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