The PokéCommunity Forums  

Go Back   The PokéCommunity Forums > ROM Hacking > Research & Development
Reload this Page Development The 4th gen class split in 3rd gen
Sign Up Rules/FAQ Daily Battle Blogs Mark Forums Read


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!
Research & Development programs in this forum are subject to moderator approval before they are displayed.

Reply
 
Thread Tools
  #276    
Old October 27th, 2014 (4:48 PM). Edited October 27th, 2014 by MrDollSteak.
MrDollSteak's Avatar
MrDollSteak MrDollSteak is offline
Formerly known as 11bayerf1
 
Join Date: Dec 2008
Location: Hong Kong
Age: 21
Gender: Male
Posts: 729
Quote:
Originally Posted by RaileysXerilyasRX View Post
The Emerald Fairy patch really buggy and it already includes the split viewer. So anyways, (this might be off topic so bear with it) I tried manually add the Fairy type in Emerald without replacing any (I added the icon after the Dark and the 5 contest types). It glitched afterwards, why so? Have you tried adding the Fairy type manually and carefully? If so and very successful, please teach me dude.
I'm not using the Fairy type patch... at all.
As I mentioned I expanded it myself without replacing. The only problem is, again as I mentioned the limiter for the type icons at 61CFC1 affects the PSS Icons. If it is 17 then its fine, but you don't get the Fairy-type, if it's 18, then you get the bug I mentioned before. I believe it's not just a limiter, but also an OAM co-ordinate, so I'm just going to find a location where it doesn't overlap.

EDIT: 30 seems to work.
__________________
Reply With Quote

Relevant Advertising!

  #277    
Old October 27th, 2014 (5:07 PM).
Koutetsujou's Avatar
Koutetsujou Koutetsujou is offline
Neither! I'm a Kabaneri!
 
Join Date: Feb 2014
Location: Shiganshina District, Wall Maria
Gender: Male
Nature: Adamant
Posts: 391
Quote:
Originally Posted by MrDollSteak View Post
I'm not using the Fairy type patch... at all.
As I mentioned I expanded it myself without replacing. The only problem is, again as I mentioned the limiter for the type icons at 61CFC1 affects the PSS Icons. If it is 17 then its fine, but you don't get the Fairy-type, if it's 18, then you get the bug I mentioned before. I believe it's not just a limiter, but also an OAM co-ordinate, so I'm just going to find a location where it doesn't overlap.

EDIT: 30 seems to work.
Ahh... alright. I will try that later... but... "30" really works? So like, if it is 30 (hex), I can have 48 types (26 new) in game. LOL Haha! Thanks dude.
__________________
Reply With Quote
  #278    
Old December 3rd, 2014 (11:51 AM). Edited December 4th, 2014 by Edwearth.
Edwearth's Avatar
Edwearth Edwearth is offline
 
Join Date: May 2014
Location: Paris
Gender: Male
Posts: 38
Hello, I have a little problem.
I did it on a clean emerald rom and it worked.
But i try to do it with my rom which has extended moves and it fails.

The game run without problem until I go to Pokemon-Summary-Battle Moves and I press A.

With VBA 1.8 I have this error message "Unsupported BIOS function 44 called from 0880043e0. A BIOS file is needed in order to get correct behaviour."
Then it reset the game. With other emulators, it is just reseting.
(I'm sure it is not a BIOS problem)

In all cases, thank you for this helpful tuto !

Édit : I didn't see where the mistakes were. So I restarted from the begining and it seams working.
Reply With Quote
  #279    
Old December 6th, 2014 (10:04 AM).
AtecainCorp.'s Avatar
AtecainCorp. AtecainCorp. is offline
Rejishan awake...
 
Join Date: Jun 2008
Location: Takoabe Town (Region Thonsu)
Age: 23
Gender: Male
Nature: Hardy
Posts: 906
ABout Types... As some of you added Fairy without repleacing to game. This is possible to add also this in Ruby? I don't want break Contest Types.
__________________
POKEMON RUBY RENEV - http://www.pokecommunity.com/showthread.php?t=341964

My FC is 2080-0646-1641
IGN - Ketrab
Reply With Quote
  #280    
Old December 13th, 2014 (5:58 AM).
ZoneX's Avatar
ZoneX ZoneX is offline
Spriter
 
Join Date: Dec 2014
Location: Olivine City
Gender: Male
Nature: Mild
Posts: 32
Physical/Special split in Gen 3 games!! That's such an awesome feature! I think I've only seen a few hacks that contained this! I wonder if there's a hacking tool one can use. I would really enjoy using this feature in my Expert Emerald rom I've download ed
Reply With Quote
  #281    
Old December 17th, 2014 (2:30 PM).
TheRabbit TheRabbit is offline
Banned
 
Join Date: Jul 2014
Gender: Male
Posts: 69
When I used Dartharon's ASM code (with Jambo's fix), I'm just getting blank white squares where the icons would be.

The odd thing is I did it exactly the same way on a clean FR ROM and it worked fine.

What would be causing this?
Reply With Quote
  #282    
Old March 21st, 2015 (6:20 PM).
metapod23's Avatar
metapod23 metapod23 is offline
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Posts: 673
Hey, would anyone be interested in a tutorial using Darthatron and Jambo51's routines to insert the physical/special split that dumbs it down so you only have to use a hex editor? I think I've executed everything needed properly, but before I post the tut, I'd like to know that it would be useful. I know there are patches and whatnot that exist.
__________________
Reply With Quote
  #283    
Old March 21st, 2015 (9:16 PM).
Percy's Avatar
Percy Percy is offline
Breaking my heart, babe!
 
Join Date: Sep 2014
Location: Somewhere in the world, obviously
Gender: Male
Nature: Gentle
Posts: 2,374
Quote:
Originally Posted by metapod23 View Post
Hey, would anyone be interested in a tutorial using Darthatron and Jambo51's routines to insert the physical/special split that dumbs it down so you only have to use a hex editor? I think I've executed everything needed properly, but before I post the tut, I'd like to know that it would be useful. I know there are patches and whatnot that exist.
In my opinion, that would be useful. Maybe I'll even try it out
__________________
Pair | #TeamTrivia
Reply With Quote
  #284    
Old March 21st, 2015 (9:19 PM).
Uikri's Avatar
Uikri Uikri is offline
 
Join Date: May 2013
Gender: Male
Posts: 23
Quote:
Originally Posted by metapod23 View Post
Hey, would anyone be interested in a tutorial using Darthatron and Jambo51's routines to insert the physical/special split that dumbs it down so you only have to use a hex editor? I think I've executed everything needed properly, but before I post the tut, I'd like to know that it would be useful. I know there are patches and whatnot that exist.
Would this cover adding in the attack category icons, or just the class split? Actually, either way I think I'd like to see this tut. It would help me when I take long breaks from messing with this stuff.
Reply With Quote
  #285    
Old March 22nd, 2015 (12:25 PM).
metapod23's Avatar
metapod23 metapod23 is offline
Hardened Trainer
 
Join Date: Mar 2009
Gender: Male
Nature: Timid
Posts: 673
Quote:
Originally Posted by Uikri View Post
Would this cover adding in the attack category icons, or just the class split? Actually, either way I think I'd like to see this tut. It would help me when I take long breaks from messing with this stuff.
It would include adding the icons all done in a hex editor.
__________________
Reply With Quote
  #286    
Old April 24th, 2015 (12:36 PM). Edited April 27th, 2015 by MisterJoJo.
MisterJoJo MisterJoJo is offline
 
Join Date: Feb 2014
Posts: 9
I know everything here is in English but I am a german hacker trying to port the patch for the split for Firered (D).
I edited the patch so that the offsets are correct for the german rom. Im still missing the pointers and I dont know
which pointers have to be edited (I changed the pointer to the attacks data at 250C04 though). Currently the game is freezing in a battle when using an attack.

So is there anybody who can give me suggestions which pointers might be wrong and what else could be wrong ?

EDIT: Nevermind I figured it out myself by using a disassembler. Hopefully the german hacker community has this feature now too.
Reply With Quote
  #287    
Old May 12th, 2015 (7:03 AM).
FamiliaWerneck's Avatar
FamiliaWerneck FamiliaWerneck is offline
 
Join Date: May 2015
Location: São Paulo, Brasil
Gender: Male
Posts: 271
After doing this, and spliting physical attacks from special attacks, can I make physical attacks be ineffective against Ghost Pokémon? Or only special Electric attacks be ineffective against Ground Pokémon?
Reply With Quote
  #288    
Old May 12th, 2015 (7:15 AM).
kleenexfeu kleenexfeu is offline
 
Join Date: Aug 2013
Gender: Male
Posts: 216
Quote:
Originally Posted by FamiliaWerneck View Post
After doing this, and spliting physical attacks from special attacks, can I make physical attacks be ineffective against Ghost Pokémon? Or only special Electric attacks be ineffective against Ground Pokémon?
To doing this you will have to make a routine in ASM, there is no "simple way" to make it with just this patch
Reply With Quote
  #289    
Old May 12th, 2015 (11:48 AM).
FamiliaWerneck's Avatar
FamiliaWerneck FamiliaWerneck is offline
 
Join Date: May 2015
Location: São Paulo, Brasil
Gender: Male
Posts: 271
Quote:
Originally Posted by kleenexfeu View Post
To doing this you will have to make a routine in ASM, there is no "simple way" to make it with just this patch
Ok, no problem.
Also, when I change a ROM using a program (Advance Map, for example) or ASM, wouldn't the changes be, like, more permanent than in a patch?
'Cause when I see a patch, I think that missing it or deleting it by accident is way easier and simpler than doing the same to a ROM.
What's the real difference between them?
Ain't messing with a ROM directly safer and more permanent than just a patch?
Reply With Quote
  #290    
Old June 11th, 2015 (7:33 PM).
TerminalVelo TerminalVelo is offline
 
Join Date: Aug 2012
Gender: Male
Posts: 34
0x250C5B, is there where Razor Leaf starts?
Reply With Quote
  #291    
Old September 18th, 2015 (3:56 AM). Edited September 18th, 2015 by Uikri.
Uikri's Avatar
Uikri Uikri is offline
 
Join Date: May 2013
Gender: Male
Posts: 23
Quote:
Originally Posted by Shufflejoy View Post
Here's an IPS patch that applies version 1.4 of the Emerald patch, has all of the moves set to the correct Physical/Special/Status byte, and has the icons installed and working. Warning: I didn't take note of where I inserted the image or the ASM, so back up your game first.
UPDATE 6: Images weren't indexed and had transparency. This is still salvageable. It will just take awhile since I am going to have to do all of this manually. Aaand back to being walled. No matter what program I try to use to change the animations of the Pokémon, when I edit frame 1, frame 0 messes up, and vice versa. Or, in the case of G3HS, it gives me the attached error (G3HS error.png). Perhaps I'm not using the right format of image? They are all .png files, unindexed. They were exported directly from Advanced Pokémon Sprite Editor.

UPDATE 5: Oh yeah, is there an easy way to edit animation frames that is not G3HS? I don't want to risk screwing something up just because I refused to use anything else.

UPDATE 4: That didn't take long. It works, at least on VBA rerecording on Windows. I will make a(n) .ips file and attach it. One for the normal version, and one for the Moémon version, in case anyone wants to test it (or just play it. That is why I wanted this completed, after all. The definitive Pokémon Emerald experience) and see if it really works. I don't really know why it didn't work the first time, and I honestly don't care, since it seems to work now. Any testers are appreciated greatly, as I don't know how to change the power of attacks to test stuff like this, though, thinking on it, it's probably as simple as opening PGE and fiddling for a few minutes. I might do that before making a(n) .ips file, actually, so I'm not giving you guys something that doesn't work.

UPDATE 3: I think I am slowing down. The coffee is probably wearing off. I ran the ROM, which had now had Shufflejoy's PhysSpec Split+Icons patch applied to it, as well as practically every single battle sprite edited, and had been run through Dabomstew's UPGR to add camel case 'mon names and "impossible" evolutions removed. To my surprise, the game actually made it to the moving truck, and beyond that, as well. I got to the first battle, but did not bother attempting to complete it. Assumptions. The class icons also worked. Perhaps I simply did something wrong with my first attempt? I certainly hope so. Next it is time for the last part. Editing the 11A1E8 offset from 08 to 00 to allow running indoors.

UPDATE 2: I applied graphical changes to the ROM, changing the Pokémon's sprites, and the game still booted fine. This means that either A) enabling running shoes everywhere is somehow causing fatal problems, or, more likely, B) running the ROM through Dabomstew's Universal Pokémon Game Randomizer after everything but enabling running everywhere is messing with certain (unknown to me) code that causes everything to crash during the part where your character shrinks down to overworld size/the moving truck is loading. Perhaps running the ROM through the randomizer first can solve this issue. I will test this soon.

UPDATE: I've now tried running a ROM with just the initial patch provided by Shufflejoy, and I was able to make it past the character shrinking part of the intro (at least on the VBA GX emulator on Wii). This is a little disheartening for me, as it means I've done something else wrong along the way. I will continue to test various stages of the project and update along the way.

EDIT: I've also attached a .ips file (PSSRANTECICC, yes, I know I forgot to add the frames for the animations) of the ROM I'm working with, in case that can shed some light on the subject. In case it can't have a look at just the one .ips patch containing the modifications that seem to be causing the trouble (EM PhysSpec Split+Class Icons).

So, I finally got around to messing with this. Problem is, the game freezes after you set your character name when your sprite begins to shrink. I decided to take it from the top, since I had done several other things to the ROM. First thing I did was apply your patch. Then I decided to take a look at it in the Gen III Hacking Suite, and got the attached message. Any ideas? Loading up a clean ROM in the G3HS does not produce the error, so I am forced to assume the problem lies in the patch, especially since you said that "I didn't take note of where I inserted the image or the ASM", so perhaps you put something where it doesn't belong? Or several things?
Attached Images
File Type: png Bad ID.png‎ (26.9 KB, 3 views) (Save to Dropbox)
File Type: png G3HS error.png‎ (35.0 KB, 1 views) (Save to Dropbox)
Attached Files
File Type: ips Moémon Emerald PSSRANTECICC.ips‎ (1.07 MB, 0 views) (Save to Dropbox)
File Type: ips EM PhysSpec Split+Class Icons.ips‎ (2.9 KB, 0 views) (Save to Dropbox)
Reply With Quote
  #292    
Old December 8th, 2015 (6:47 PM). Edited December 9th, 2015 by CynicalUnicorn.
CynicalUnicorn's Avatar
CynicalUnicorn CynicalUnicorn is offline
 
Join Date: Dec 2015
Gender: Male
Posts: 24
Guys, I really hate to ask this, but does somebody have a copy of the IPS patch for Emerald + icons? I think the hack/server crash/whatever wiped out the files has affected about everything in this thread and I'm basically lost when it comes to ASM. :/

I've got the original patch working for Emerald though as well as a patch with icons for FireRed, and I can't tell you how much I appreciate the work that was done on it.

EDIT: Scratch that, I found somebody's version of it, based on progress as of November 2014. I can't link the source because <5 posts and also because it may or may not have been the actual ROM. It was linked in a YouTube video's description. Credits go to:

Quote:
This is Pokemon Emerald with Physical Special Split. This game isn't suppose to have Physical Special Split, but some people such as: RaileysXerilyasRX, Shufflejoy, DoesntKnowHowToPlay, Darthatron, and Tlachtli made it happen. I followed the steps, and patched it up for you guys. The reason the download says Pokemon Emerald DPP, is because DPP (Diamond, Pearl, & Platinum) brought the Physical Special Split.

P.S.
It would be cool if you use this for a rom hack, if so give a shout out to those in the description, or even me. That would make my day. ;)
I haven't tested the patch, but it should work.
Attached Files
File Type: ips Pokemon Emerald DPP.ips‎ (4.8 KB, 67 views) (Save to Dropbox)
Reply With Quote
  #293    
Old February 12th, 2016 (2:51 AM).
Pheonix x's Avatar
Pheonix x Pheonix x is offline
Hello!!
 
Join Date: Feb 2016
Gender: Male
Posts: 7
Is there a completed patch for fire red which is working like all moves are edited and image of split icons
Reply With Quote
  #294    
Old February 29th, 2016 (10:02 AM).
natsjoo natsjoo is offline
 
Join Date: Feb 2016
Posts: 1
hello,

I just patched my fire red version with this patch and now it will not load anymore.
every time I open VBA with the patched ROM I get a white screen. It does not load or anything else.
But I can still use my save slots I have made before.
Also I have modified some pokemon stats, evolutions levels, and spawn locations.
Is there a way for me to fix this? It would be great if there were a way!
Reply With Quote
  #295    
Old March 28th, 2016 (3:00 AM). Edited March 28th, 2016 by i0Bjhansen0.
i0Bjhansen0's Avatar
i0Bjhansen0 i0Bjhansen0 is online now
 
Join Date: Mar 2016
Age: 20
Gender: Male
Posts: 100
Spoiler:
Quote:
Originally Posted by Sky High View Post
Attention! For those who can't get on Tlachtli's Phys/Spec/Stat Icon in Emerald, now, listen here:


I've finally got it working and it is very a big success. Thanks Tlachtli! Gonna credit you once I made an Emerald base hack. I used DoesntKnowHowToPlay's Emerald Physical/Special/Status split first. I'll also give you credits too. Here are some screenshots:




Tlachtli,
At the first, I've found your entire work to be not working. But, I tried adding some missing "hows" so I can make this work. Here are some info I want you to change and add:

1.)
I noticed the part .SplitImages: .word 0x[insert address to images] that there is something's missing to it. You've forgotten to put 08 at the beginning of [insert address to images]. So then, that will be .SplitImages: .word 0x08[insert address to images]. Example, I've made it on offset E43780. So, that will be .SplitImages: .word 0x08E43780.

2.)
Then, about you're going to change the offsets to inserted ASM address +1, some people would just write and change the inserted ASM address +1 on certain offsets. Example: I have E43668 to be the ASM offset and I've changed and written 6936E4 on 1C0F88, 1c1328, and 1c17a0. When I did it, it froze just like Shufflejoy just commented:



It is because you just only write and change the inserted ASM address +1. I've noticed the value next to it "03". With 03 next to it, the routine will not ever work.


So then, try to change 03 to 08.


It is because with the value 08 next to it, it will locate the routine (or 09 if you put the routine on 1000000+. Ex: you have inserted the routine on 1234568, change and write 69452309). With this, I've finally made it working. Well, I haven't found bugs and glitches when I revised this.

3.)
This maybe a small problem but I would be big in just one mistake. You may just have inserted the image into compressed image (with unLZ program). Don't use unLZ to insert this. I highly recommend to use NSE 2.1 to insert the image because insertion of images has options is compressed or uncompressed. "Load ROM" then "Open Sprite" then "File => Insert => Image Data".



Revised Steps
I also rewrite the complete tutorial about it according to his original tutorial with the revises I made. So, here it is:

1.)
Insert this image as an uncompressed image...

Use NSE 2.1 to do so. To insert it on NSE 2.1: First, "Load ROM" load your Emerald file; Second, "Open Sprite" open your sprite; Then, "File => Insert => Image Data"

2A.)
Insert this ASM...
If you can't do ASM and/or if you have no idea about ASM at all, proceed to Step 2B.
Revised ASM:
Spoiler:

Spoiler:

.text
.align 2
.thumb
.thumb_func

Prestart:
add r0, r0, r5
lsl r0, r0, #0x03
ldr r1, .Replaced_Address
add r4, r0, r1
push {r0-r5}
ldr r0, .SplitImages
ldr r1, .OBJVRAM
mov r2, #0xC0
swi #0xB

ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xD
add r0, r2
ldrb r0, [r0]
cmp r0, #0x0
bne StatFinish

mov r2, #0x10
lsl r2, #8
add r2, #0xA
cmp r6, #0x0
beq StatPreStart

Start:
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
add r0, r2
cmp r6, #0x1
bne Continue
add r0, #0x1

Continue:
ldrb r1, [r0]
cmp r1, #0x0
bne GetMove
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrb r1, [r0]

GetMove:
cmp r1, #0x4
beq GetFifthMove
lsl r1, r1, #1
ldr r0, .Move_List_DMA
ldr r2, [r0]
add r2, #0x84
mov r0, r2
add r0, r1
ldrh r3, [r0]

Body:
mov r0, #0x0
lsl r0, r3, #1
add r0, r3
lsl r0, r0, #2
ldr r1, .MoveBase
add r0, r1
ldrb r4, [r0, #10]
lsl r4, #1

mov r0, #0x40
lsl r0, #20
ldr r1, [r0]
mov r2, #0x20
orr r1, r2
stm r0!, {r1}

ldr r0, .OAMMemAddress
ldr r1, .IconOAM1
ldr r2, .IconOAM2
cmp r4, #0x2
beq SpecAdd
cmp r4, #0x4
beq StatAdd

Draw:
stmia r0!, {r1, r2}
ldr r0, .OAMMemAddress
mov r1, #0x70
lsl r1, #20
add r1, #0xD8
mov r2, #0x4
swi #0xb

StatFinish:
cmp r6, #0x1
beq MoveFinish
cmp r6, #0x2
beq LearnFinish
pop {r0-r6}
ldr r0, .Return_Address_Stat
bx r0

GetFifthMove:
cmp r6, #0x2
bne StatFinish
ldr r0, .CurMoveIndex_DMA
ldr r0, [r0]
mov r2, #0x10
lsl r2, #8
add r2, #0xA
add r0, r2
sub r0, #0x2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
mov r2, #0x20
lsl r2, #8
add r0, r2
ldrh r3, [r0]
cmp r3, #0x0
bne Body
b Start

StatPreStart:
mov r3, #0x20
lsl r3, #8
add r2, r3
b Start

LearnFinish:
pop {r0-r6}
ldr r0, .Return_Address_Learn
bx r0

MoveFinish:
pop {r0-r6}
ldr r0, .Return_Address_Move
bx r0

SpecAdd:
mov r3, #0x20
lsl r3, #8
add r3, #0x04
add r2, r3
b Draw

StatAdd:
add r2, #0x08
b Draw

.align 2
.MoveBase: .word 0x0831C898
.CurMoveIndex_DMA: .word 0x0300090C
.Move_List_DMA: .word 0x0203CF1C
.Replaced_Address: .word 0x03005E08
.Return_Address_Stat: .word 0x081C0F57
.Return_Address_Move: .word 0x081C12F7
.Return_Address_Learn: .word 0x081C175D
.IconOAM1: .word 0x40280078
.IconOAM2: .word 0x0000D580
.OBJVRAM: .word 0x06013000
.OAMMemAddress: .word 0x030023E4
.SplitImages: .word 0x08FCFDFE


*Note: Change FCFDFE to the offset where you've inserted the uncompressed image. OR, if you have inserted the ASM before the image and you're going to edit on a hex editor after inserting, go to the location of the inserted ASM and look for the FE FD FC 08 part on it. Again, change it but this time, in a reversed way (Example: Uncompressed image offset: ABCDEF. Think this: AB CD EF. And do this: EF CD AB. And finally change FE FD FC 08 to EF CD AB 08)

For 1000000+, I will have the example as 1234568 as the offset, do this: don't do 0x081234568. Do this: 0x09234568. For hex-editing: Mind little endian so it becomes 01 23 45 68. Reverse it so it becomes 68 45 23 01. Replace 01 with 09 (because 08+01=09). Final answer for it is 68 45 23 09.


2B.)
This is an alternate step for 2A for those who can't do ASM. For those who can't do ASM but can do HEX EDITING, below is the hex values of it. Insert this on the offset that ends with 0, 4, 8, C and nothing else.

Spoiler:

40 19 C0 00 3B 49 44 18 3F B4 42 48 3F 49 C0 22 0B DF 36 48 00 68 10 22 12 02 0D 32 80 18 00 78 00 28 36 D1 10 22 12 02 0A 32 00 2E 4B D0 2F 48 00 68 80 18 01 2E 00 D1 01 30 01 78 00 29 03 D1 20 22 12 02 80 18 01 78 04 29 29 D0 49 00 28 48 02 68 84 32 10 1C 40 18 03 88 00 20 58 00 C0 18 80 00 21 49 40 18 84 7A 64 00 40 20 00 05 01 68 20 22 11 43 02 C0 26 48 22 49 23 4A 02 2C 2C D0 04 2C 2F D0 06 C0 22 48 70 21 09 05 D8 31 04 22 0B DF 01 2E 1E D0 02 2E 19 D0 7F BC 16 48 00 47 02 2E F6 D1 11 48 00 68 10 22 12 02 0A 32 80 18 02 38 03 88 00 2B D0 D1 20 22 12 02 80 18 03 88 00 2B CA D1 B3 E7 20 23 1B 02 D2 18 AF E7 7F BC 0B 48 00 47 7F BC 09 48 00 47 20 23 1B 02 04 33 D2 18 CF E7 08 32 CD E7 98 C8 31 08 0C 09 00 03 1C CF 03 02 08 5E 00 03 57 0F 1C 08 F7 12 1C 08 5D 17 1C 08 78 00 28 40 80 D5 00 00 00 30 01 06 E4 23 00 03 FE FD FC 08


If you have inserted the uncompressed image first, replace FE FD FC 08 with the offset where you have inserted the uncompressed image and the offset must be like in this example: Uncompressed image offset: ABCDEF. Mind little endian: AB CD EF. Reverse them: EF CD AB. And finally change FE FD FC 08 to EF CD AB 08. If you have keen eyes, you will not get a mistake doing this.

3.)
Replace some Hex-Values on offsets...
Revised Hex Edits:
Spoiler:

Change 0x1C0F88, 0x1C1328 and 0x1C17A0 to XX XX XX 08 (or XX XX XX 09 for offset 1000000+)
Change 0x1C0F54, 0x1C12F4 and 0x1C175A to 08 47
Change 0x1C0F4E to 40 B4 00 26
Change 0x1C12EE to 40 B4 01 26
Change 0x1C1754 to 40 B4 02 26

Replace XX XX XX with the offset of your ASM, already +1, little endian and reversed. Example: You have inserted the ASM to E43668. Plus one so it becomes E43669. Mind little endian so it becomes like this E4 36 69. Then, reversed it so it becomes 69 36 E4.

For 1000000+, I will have the example as 1234568 as the offset. Plus one so it becomes 1234569. Mind little endian so it becomes 01 23 45 69. Reverse it so it becomes 69 45 23 01. Replace 01 with 09 (because 08+01=09). Final answer for it is 69 45 23 09.


I hope this helps for those who can't make it at the first. It works well, trust me.


I've gone through this entire thread and I'm still a little confused. All I need to do is these steps, alter each and every move, and then it will work? Or is there something I need to do before or after to get it to work? I will try after typing this, I just wanted to know for sure if this was all I needed to do.

[EDIT] The only thing that worked was the physical image showed up next to power. It didn't do the split, nor did it change image for a special move. I'll wait for a response before continuing.
Reply With Quote
  #296    
Old March 28th, 2016 (7:23 PM).
ShyRayq's Avatar
ShyRayq ShyRayq is offline
Unprofessional Unprofessional
 
Join Date: Aug 2007
Gender: Male
Nature: Adamant
Posts: 1,050
Quote:
Originally Posted by i0Bjhansen0 View Post

I've gone through this entire thread and I'm still a little confused. All I need to do is these steps, alter each and every move, and then it will work? Or is there something I need to do before or after to get it to work? I will try after typing this, I just wanted to know for sure if this was all I needed to do.

[EDIT] The only thing that worked was the physical image showed up next to power. It didn't do the split, nor did it change image for a special move. I'll wait for a response before continuing.
That tutorial only shows you how to implement the icons. You need to download Doesn't split patch separately, and then change all the moves. You should check Doesn't signature for the link to the latest patch.
__________________
3DS Friend Code: 5069-3944-3902
IGN: Peter, (Pokemon Y, Pokemon OR)
Friend Safari: (Fighting) Throh, Meditite, Breloom
Live Pokedex (Y), Live Pokedex (OR) completed.
Big thanks especially to DestinedJagold, Xerneas_X, Elements1 and ~RNC~

PM me if you want to trade, or add my FC.
Reply With Quote
  #297    
Old March 28th, 2016 (9:09 PM). Edited March 28th, 2016 by i0Bjhansen0.
i0Bjhansen0's Avatar
i0Bjhansen0 i0Bjhansen0 is online now
 
Join Date: Mar 2016
Age: 20
Gender: Male
Posts: 100
Quote:
Originally Posted by ShyRayq View Post
That tutorial only shows you how to implement the icons. You need to download Doesn't split patch separately, and then change all the moves. You should check Doesn't signature for the link to the latest patch.
Ok thank you. I'll try it again and see if it works.

[EDIT] It works.... But the image doesn't change. It still stays on Physical.
[EDIT] Actually Idk if it works. I didn't test it right so I'm trying it again.
[EDIT] Ok now everything works. But I had to use a clean ROM so I'm not sure if it will work with my hack already in progress.
Reply With Quote
Reply
Quick Reply

Sponsored Links
Thread Tools

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump


All times are GMT -8. The time now is 6:05 PM.


Style by Nymphadora, artwork by Sa-Dui.
Like our Facebook Page Follow us on Twitter © 2002 - 2016 The PokéCommunity™, pokecommunity.com.
Pokémon characters and images belong to The Pokémon Company International and Nintendo. This website is in no way affiliated with or endorsed by Nintendo, Creatures, GAMEFREAK, The Pokémon Company or The Pokémon Company International. We just love Pokémon.
All forum styles, their images (unless noted otherwise) and site designs are © 2002 - 2016 The PokéCommunity / PokéCommunity.com.
PokéCommunity™ is a trademark of The PokéCommunity. All rights reserved. Sponsor advertisements do not imply our endorsement of that product or service. User generated content remains the property of its creator.

Acknowledgements
Use of PokéCommunity Assets
vB Optimise by DragonByte Technologies Ltd © 2016.