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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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  #76    
Old June 7th, 2011, 06:45 AM
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If my memory doesn't fail, in Route 119 there's the "Mimic Circle". I don't know how the overworlds there are programmed, but they mirror the movements you do while in the grass. We could take a look at how they are programmed, maybe we have an official "follow me" script in front of us and we haven't noticed it. I may be wrong, though. I haven't hacked GBA since long time ago, when I moved to DS. Making a follow me script in DPPt is way easier, as there's a scripting command programmed for its use in the Amity Square.
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  #77    
Old June 7th, 2011, 06:04 PM
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Quote:
Originally Posted by Spiky-Eared Pichu View Post
If my memory doesn't fail, in Route 119 there's the "Mimic Circle". I don't know how the overworlds there are programmed, but they mirror the movements you do while in the grass. We could take a look at how they are programmed, maybe we have an official "follow me" script in front of us and we haven't noticed it. I may be wrong, though. I haven't hacked GBA since long time ago, when I moved to DS. Making a follow me script in DPPt is way easier, as there's a scripting command programmed for its use in the Amity Square.
yeah, i think the mimic people move the same way the mew does. but i dont think it would be possible to take the amity square script and move it back a generation. though i havent tried, so idk.
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  #78    
Old June 7th, 2011, 07:17 PM
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Originally Posted by cbd98 View Post
yeah, i think the mimic people move the same way the mew does. but i dont think it would be possible to take the amity square script and move it back a generation. though i havent tried, so idk.
Would be nice if someone was to post that script on this thread so we can try and convert it.

We know people have done the folow me script but aren't telling, so it IS possible.
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  #79    
Old June 8th, 2011, 07:54 AM
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Quote:
Originally Posted by AimayBee View Post
Would be nice if someone was to post that script on this thread so we can try and convert it.

We know people have done the folow me script but aren't telling, so it IS possible.
I work with Diamond and I could post it, but the problem is that it's not a script, it's a command. I mean, it's like one of these commands you use to insert a message box or start a battle. It's coded into the game specifically for the Amity Square, as well as the 5 tag trainers around Sinnoh.

The script works like this:

1. A command draws an overworld in the map for the following Pokémon/trainer (you can do this in GBA easily).

2. A special command sets that overworld to follow you. You can also set a value that enables it to follow you even if you change maps. (Here's the reason of why it can't be ported)

There's also another command which disables the following, and of course there's also one that erases the overworld from the map.
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  #80    
Old June 8th, 2011, 12:13 PM
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If someone would learn ASM i think it can be done. But you won't be ever able to convert D/P/Pt scripts to GBA scripts.
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  #81    
Old June 12th, 2011, 03:54 PM
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^ Yes, thank you very much for your input. It wasn't obvious at all.
Anyways, I've decided to start looking into this myself. I'm really wanting to see this work. Really badly. So, here goes.
First thing I noticed, the player's OW ( OAM ) does not move. It animates, and sets rotation flags, but that's about it ( Which makes sense considering how weird the OAM system is anyways ( ... ) ). Which after a little bit of brain-scratching, I figured out, ohai, the player only looks like he's moving -- it's an illusion! How does that work? The camera moves. </rantofnubbliness>
I'm bpw-ing the camera positions ( Credits to this post. )

*edit* Okay, I'm looking at some other stuffs as well.
the camera position is written around the area
08059564
This post looks useful as well, so I'm keeping it on *this* post. haha.
I also have bookmarked a page on the pern project for OAM and sprites information. That should come in handy when I write a routine to actually move the sprite.
**edit2**
Code:
0805945A bc10 pop {r4}                            R00=00000000 R01=0805945b R02=00000027 R03=00000000 R04=00000000 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd0 R14=0805945b R15=0805945c
0805945C bc02 pop {r1}                            R00=00000000 R01=0805945b R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd4 R14=0805945b R15=0805945e
0805945E 4708 bx r1                               R00=00000000 R01=08059555 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=08059460
08059554 1c07 add r7, r0, #0x0                    R00=00000000 R01=08059555 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=08059556
08059556 1c78 add r0, r7, #0x1                    R00=00000000 R01=08059555 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=08059558
08059558 2801 cmp r0, #0x1                        R00=00000001 R01=08059555 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=0805955a
0805955A d80d bhi $08059578                       R00=00000001 R01=08059555 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=0805955c
0805955C 4805 ldr r0, [$08059574] (=$03005008)    R00=00000001 R01=08059555 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=0805955e
0805955E 6801 ldr r1, [r0, #0x0]                  R00=03005008 R01=08059555 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=08059560
08059560 8808 ldrh r0, [r1, #0x0]                 R00=03005008 R01=02025580 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=08059562
08059562 4450 add r0, r10                         R00=00000003 R01=02025580 R02=00000027 R03=00000000 R04=00000001 R05=00000000 R06=00000000 R07=00000000 R08=00000000 R09=00000000 R10=00000001 R11=00000000 R12=02021737 R13=03007dd8 R14=0805945b R15=08059564
^ There's a trace I did. Notice that LR is pointing to 0805945b.
I'm now going to look at that code.

***edit 3***

080636f0 1c28 add r0, r5, #0x0
080636f2 1c21 add r1, r4, #0x0
080636f4 f7f5 bl $08059334
080636f8 2101 mov r1, #0x1
080636fa 4249 neg r1, r1
080636fc 4288 cmp r0, r1
080636fe d011 beq $08063724
08063700 1c30 add r0, r6, #0x0
08063702 1c29 add r1, r5, #0x0
08063704 1c22 add r2, r4, #0x0
08063706 1c3b add r3, r7, #0x0
08063708 f000 bl $080638ac
0806370c 0600 lsl r0, r0, #0x18
0806370e 2800 cmp r0, #0x0
08063710 d108 bne $08063724
08063712 7870 ldrb r0, [r6, #0x1]
08063714 09c0 lsr r0, r0, #0x07
08063716 2800 cmp r0, #0x0

The code in red calls the routine that calls the routine 0805945b, and I'm trying to figure out what the value of each of the registers here are.
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Last edited by Full Metal; June 13th, 2011 at 12:25 PM.
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  #82    
Old June 13th, 2011, 05:25 PM
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@Full Metal: well i knew the sprite was only animated, but i never really connected that the camera moves. lol stupid me... but this is pretty cool.

anyway i kind of got another idea but im not sure if someone thought of it already. maybe use colcolstyles movement script, and then on border squares put scripts to help moving between maps, as long as colcolstyles didnt put a script on every square.
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  #83    
Old June 13th, 2011, 06:04 PM
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No. That's not gonna work.
using a Pokemon script would be ridiculously painful. :\
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  #84    
Old June 13th, 2011, 08:54 PM
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You wouldn't need to put a script into every tile in the game. You would just need it on the walkable ones like grass and whatnot.

All you have to do is put it on like moving water tiles or whatever.

Or if your smart enough place it to a movement permission maybe.
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  #85    
Old June 20th, 2011, 09:25 AM
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So if the camera only moves, then we could retrieve the last movement before he moves again, and move the person/pokemon to the right, left, top, or bottom, so they'd always be by the center, but not on it. And if the person/pokemon isn't actually an overworld (AKA a sprite on the screen), map switching wouldn't be a problem at all.
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  #86    
Old June 20th, 2011, 12:22 PM
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This may sound like a daft question, and it is related, but does ANYONE know how the PLAYER sprite (and only the player sprite) is loaded into the OAM?

If we can find this routine, we can force it to run twice, loading a secondary sprite into a second OAM slot, then rewrite the positioning routine to give the appearance of the sprite following the player. It sounds complicated, but it could actually be quite easy to do. Only thing is, I genuinely just DO NOT understand the OAM.

As for sprites only following under certain circumstances like in DPPt, we can hack the positioning routine for these sprites too to make it appear as if it's following you. The OAM contains all the relevant data for a sprite's location on the game's screen, so if we can work this out fully, we could abuse it to make a follow me routine.

Of course, atm, this completely ignores the script which could need to be attached to the following sprite should you try to speak to it.
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  #87    
Old June 24th, 2011, 08:21 AM
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I'm just a newb, but couldn't you just decompile the original Yellow and convert it. I mean, if Nintendo can easily make the code from scratch it shouldn't be that hard?
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  #88    
Old June 24th, 2011, 11:47 AM
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@EdensElite: Nope, that's not a real option.
And there's a main difference between Nintendo's coders and us (speaking of ROM-hackers in general) : they have a full documentation of their existing code, so they always know where to implement any code or data in the ROM. We will always have to find out first.
BTW: who said that they can easily make the code from scratch?
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Last edited by TheDarkShark; June 24th, 2011 at 11:48 AM. Reason: NOEZ! Typos actually don't rock :(
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  #89    
Old June 24th, 2011, 01:52 PM
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colcolstyles has a working follow me...
Just thought I'd point it out.
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  #90    
Old June 24th, 2011, 03:45 PM
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@OA - I don't think he's wanting to share it, which is understandable.
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  #91    
Old June 25th, 2011, 08:43 AM
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The following is an example of how to do it with buildings but I can't think of a similar way of using a script when there is a map connection.
You'd probably have to write your own asm script to succeed.

First, you've gotta make a script for the map's script header - a trigger event won't work because when the player steps on the trigger event, the map has already been loaded completely. In addition, the event of the pokemon that follows you must be located somewhere in the map where you write this script. It makes no difference where it is because it's position is going to be re-located anyway.

Here is what kind of script you've to write:
Define that the script of the script header occurs before sprites have been loaded into ram. That way, the sprite of the pokemon that follows you will still stay hidden.
Next, make the script check player's location in the map and according to it, re-locate the hidden sprite so that it will stand behind you. In the end of the script header you define that the sprite of the hidden pokemon is shown again.

After all that is done you write a byte for making the script of the script header end, and the map will load completely.


P.S
If somebody is wondering why I happened to write all this stuff here even though it doesn't give an answer to the problem, I just felt like trying to figure out a way to do this. That's all
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  #92    
Old June 25th, 2011, 12:03 PM
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Originally Posted by 0m3GA ARS3NAL View Post
colcolstyles has a working follow me...
Just thought I'd point it out.
I do love it that colcolstyles deleted someones post a few posts down from this.

I know people don't want everone to know their scripts because it would become mass produced and not original, but only the best can use it well.

If the script was posted on here people may take it away and make a horrible hack with just a few following scripts and it will die and everything.

But only the best will mae it work into their hack. And isn't this thread about sharing knowledge? What would have happened if Einstein never shared his findings? Or what's his name with the lightbulb?

I believe if it has been found it should be shared. Just saying.
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  #93    
Old June 25th, 2011, 06:58 PM
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What would have happened if Einstein never shared his findings? Or what's his name with the lightbulb?
Not the best examples (Edison stole the lightbulb from Tesla, along with most things Tesla did, and the most notable result of Einstein's findings at this point in time is still the atom bomb), but yeah, what this guy is saying. Or, you know, throw us a bone, some kind of general idea of the direction we should be working in. I've been wracking my brains for the last month trying to ind a solution to this, and feel no closer, personally.
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  #94    
Old June 25th, 2011, 11:04 PM
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Not the best examples (Edison stole the lightbulb from Tesla, along with most things Tesla did, and the most notable result of Einstein's findings at this point in time is still the atom bomb), but yeah, what this guy is saying. Or, you know, throw us a bone, some kind of general idea of the direction we should be working in. I've been wracking my brains for the last month trying to ind a solution to this, and feel no closer, personally.
First, Atom Bomb the most notable? Pah.

Second, GUY?!?! Guy?! I will eat your brains. -.-

Third, what you said has never been proven.

And fourth, if they can do it, we can do it.
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I've had a few requests to make this hack an actual thing now. So I'm re-inserting the tileset into an earlier, non-corrupted file.



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  #95    
Old June 25th, 2011, 11:37 PM
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Originally Posted by AimayBee View Post
I do love it that colcolstyles deleted someones post a few posts down from this.

I know people don't want everone to know their scripts because it would become mass produced and not original, but only the best can use it well.

If the script was posted on here people may take it away and make a horrible hack with just a few following scripts and it will die and everything.

But only the best will mae it work into their hack. And isn't this thread about sharing knowledge? What would have happened if Einstein never shared his findings? Or what's his name with the lightbulb?

I believe if it has been found it should be shared. Just saying.
I got it, but I'm not about to spread it around until/if he decides to share it.
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  #96    
Old June 27th, 2011, 06:30 PM
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Originally Posted by AimayBee View Post
First, Atom Bomb the most notable? Pah.

Second, GUY?!?! Guy?! I will eat your brains. -.-

Third, what you said has never been proven.

And fourth, if they can do it, we can do it.
Sorry about the "guy" thing, but I stand by everything else I said. And on the final note, of course, but it's considerably easier and more efficient if we have something predefined to work from.
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  #97    
Old June 28th, 2011, 02:25 PM
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I had an idea. When I was spriting earlier, I noticed that the surf thing and the trainer are separate. This must mean the surf thing has been programmed to always be under you and change direction with you. If you found the offset, copied and edited the routine so it's back a tile, well I'm just guessing because i'm not a coder, but perhaps applied the routine to an offset where a pokemon i.e pikachu is stored it could potentially work, with a bit of work.
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  #98    
Old June 28th, 2011, 03:34 PM
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Originally Posted by EdensElite View Post
I had an idea. When I was spriting earlier, I noticed that the surf thing and the trainer are separate. This must mean the surf thing has been programmed to always be under you and change direction with you. If you found the offset, copied and edited the routine so it's back a tile, well I'm just guessing because i'm not a coder, but perhaps applied the routine to an offset where a pokemon i.e pikachu is stored it could potentially work, with a bit of work.
I think it would cause it to always be on the tile below or to the left of you or whatever, but perhaps storing the player's movements and making the sprite replicate the last one executed when the player moves, so that if it is to the left of you and you move up it will come under you?

I have very little experience with ASM, and, come to think of it, my C and Java are getting kind of rusty. I should really get back into coding.
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  #99    
Old June 29th, 2011, 12:53 AM
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Originally Posted by Putin View Post
I think it would cause it to always be on the tile below or to the left of you or whatever, but perhaps storing the player's movements and making the sprite replicate the last one executed when the player moves, so that if it is to the left of you and you move up it will come under you?

I have very little experience with ASM, and, come to think of it, my C and Java are getting kind of rusty. I should really get back into coding.
Well, you have more experience with THUMB than you think, because it's just compiled C.

I followed up on Eden's Elite's idea and found the OAM data in the RAM. In this data is information for the sprite, location of the sprite (in pixels) and various other useful stuff. My thinking was to override the x and y co-ordinates of a given sprite.

However, the OAM prioritises sprites in a slightly odd manner, with only the player sprite seemingly remaining static.

I understand WHY it prioritises the sprites but not how. Anyway, this is a very good first step towards follow me as we could theoretically make a sprite follow the player after it has been placed on the screen.

I'm well aware that colcolstyles has made a follow me, but if he's not willing to share it (which is his perogative), we'll need to develop it from scratch.
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Last edited by Jambo51; June 29th, 2011 at 12:58 AM. Reason: Spelling O.o
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Old June 29th, 2011, 01:40 AM
hi sir tomato my password is syvniti's Avatar
hi sir tomato my password is syvniti
gggggggggggggggggg
 
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Location: My user name _ asciii_ +&h1!" lulz
Quote:
Originally Posted by Putin View Post
Not the best examples (Edison stole the lightbulb from Tesla, along with most things Tesla did, and the most notable result of Einstein's findings at this point in time is still the atom bomb), but yeah, what this guy is saying. Or, you know, throw us a bone, some kind of general idea of the direction we should be working in. I've been wracking my brains for the last month trying to ind a solution to this, and feel no closer, personally.
Uhm.. what?

Einstein didn't really invent, "find" or do anything about the atomic bombs, besides writing the letters to Roosevelt. But I wouldn't say that's the most noteable he did. (Photoelectric effect, Relativity and Brownian motion?)

Uhh, and then having crazy hair!
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